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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.131 by root, Sat May 12 20:33:23 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
72 { 89 {
73 if ( found ) 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 91 break;
92 }
75 93
76 found = pl; 94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
114 return; 178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
115 } 243 {
116 rules[0]='\0'; 244 object *tmp, *abil = 0, *skin = 0;
117 size=0; 245
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 246 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 247 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 248
121 if (size + strlen(buf)>=HUGE_BUF) 249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
122 { 266 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 267 case WAND:
124 break; 268 case ROD:
125 } 269 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 270 case BOW:
127 size+=strlen(buf); 271 case SKILL:
128 } 272 case SKILL_TOOL:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 273 case WEAPON:
130 close_and_delete(fp, comp); 274 apply_special (ob, op, AP_UNAPPLY);
131} 275 apply_special (ob, op, AP_APPLY);
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; 276 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 277 }
171 } 278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293}
294
295void
296player::disconnect ()
297{
298 if (ns)
172 299 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 300 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 301 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}
180 302
181int playername_ok(const char *cp) { 303 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 304
185 for(;*cp!='\0';cp++) 305 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 306 ns->pl = 0;
187 return 0; 307 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 308 }
227 309
228 /* Clears basically the entire player structure except 310 if (ob)
229 * for next and socket. 311 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op)
320{
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327}
328
329player::player ()
330{
234 /* There are some elements we want initialized to non zero value - 331 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 332 * we deal with that below this point.
236 */ 333 */
237 p->party=NULL; 334 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 335 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 336 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 337
243#ifdef AUTOSAVE 338 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 339
245#endif 340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347}
348
349void
350player::do_destroy ()
351{
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
246 357 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 358 ob->destroy_inv (false);
359 ob->destroy ();
248 360 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 361}
300 362
301 363player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 364{
305 strcpy(op->contr->maplevel, first_map_path); 365 /* Clear item stack */
306 op->x = -1; 366 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 367}
310 368
311/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
313 * mode. 371 * mode.
314 */ 372 */
373player *
374player::create ()
375{
376 player *pl = new player;
315 377
316int add_player(NewSocket *ns) { 378 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 379
319 p=get_player(NULL); 380 pl->ob->roll_stats ();
320 p->socket = *ns; 381 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 382 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 383
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 384 set_first_map (pl->ob);
331 385
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 386 return pl;
339} 387}
340 388
341/* 389/*
342 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 392 * Note: there MUST be at least one player archetype!
345 */ 393 */
394archetype *
346archetype *get_player_archetype(archetype* at) 395get_player_archetype (archetype *at)
347{ 396{
348 archetype *start = at; 397 archetype *start = at;
398
349 for (;;) { 399 for (;;)
400 {
350 if (at==NULL || at->next==NULL) 401 if (at == NULL || at->next == NULL)
351 at=first_archetype; 402 at = first_archetype;
352 else 403 else
353 at=at->next; 404 at = at->next;
405
354 if(at->clone.type==PLAYER) 406 if (at->clone.type == PLAYER)
355 return at; 407 return at;
408
356 if (at == start) { 409 if (at == start)
410 {
357 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 412 exit (-1);
359 } 413 }
360 } 414 }
361} 415}
362 416
363 417object *
364object *get_nearest_player(object *mon) { 418get_nearest_player (object *mon)
419{
365 object *op = NULL; 420 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 421 objectlink *ol;
368 unsigned lastdist; 422 unsigned lastdist;
369 rv_vector rv; 423 rv_vector rv;
370 424
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
372 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
376 */ 431 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
378 object *tmp=ol->ob; 434 object *tmp = ol->ob;
379 435
380 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 437 * itself will have been cleared.
382 */ 438 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
384 ol = ol->next; 441 ol = ol->next;
385 remove_friendly_object(tmp); 442 remove_friendly_object (tmp);
386 if (!ol) return op; 443 if (!ol)
387 } 444 return op;
445 }
388 446
389 /* Remove special check for player from this. First, it looks to cause 447 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 449 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 450 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 451 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 452 * on_same_map check, as can_detect_enemy also does this
395 */ 453 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 454 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 455 continue;
398 456
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 457 if (lastdist > rv.distance)
408 op=pl->ob; 458 {
459 op = ol->ob;
409 lastdist=rv.distance; 460 lastdist = rv.distance;
461 }
410 } 462 }
411 } 463
412 } 464 for_all_players (pl)
465 if (can_detect_enemy (mon, pl->ob, &rv))
466 if (lastdist > rv.distance)
467 {
468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
413#if 0 472#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 474#endif
416 return op; 475 return op;
417} 476}
418 477
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 478/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 479 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 480 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 494 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 495 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 496 * is probably not a good thing.
438 */ 497 */
439#define MAX_SPACES 50 498#define MAX_SPACES 50
440
441 499
442/* 500/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 502 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 503 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 516 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 517 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 518 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 519 * is blocking itself.
462 */ 520 */
521int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 522path_to_player (object *mon, object *pl, unsigned mindiff)
523{
464 rv_vector rv; 524 rv_vector rv;
465 sint16 x,y; 525 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 527 maptile *m, *lastmap;
468 528
469 get_rangevector(mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
470 530
471 if (rv.distance<mindiff) return 0; 531 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 532 return 0;
724}
725 533
726void confirm_password(object *op) { 534 x = mon->x;
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 540
728 op->contr->write_buf[0]='\0'; 541 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 542 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 543 return 0;
731}
732 544
545 while (diff > 1 && max > 0)
546 {
547 lastx = x;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555
556 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
558 && (m == mon->map && blocked_link (mon, m, x, y))))
559 {
560 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before.
562 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
564 if (rv.direction != dir)
565 {
566 /* OK - says direction should be different - lets reset the
567 * the values so it will try again.
568 */
569 x = lastx;
570 y = lasty;
571 m = lastmap;
572 dir = firstdir = rv.direction;
573 }
574 else
575 {
576 /* direct path is blocked - try taking a side step to
577 * either the left or right.
578 * Note increase the values in the loop below to be
579 * more than -1/1 respectively will mean the monster takes
580 * bigger detour. Have to be careful about these values getting
581 * too big (3 or maybe 4 or higher) as the monster may just try
582 * stepping back and forth
583 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 {
586 if (i == 0)
587 continue; /* already did this, so skip it */
588 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in
590 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance,
593 * gets blocked, finds that it should move north,
594 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully
597 * moved.
598 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap;
603 mflags = get_map_flags (m, &m, x, y, &x, &y);
604 if (mflags & P_OUT_OF_MAP)
605 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608 continue;
609 if (mflags & P_BLOCKSVIEW)
610 continue;
611
612 if (m == mon->map && blocked_link (mon, m, x, y))
613 break;
614 }
615 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path.
617 */
618 if (i == (DETOUR_AMOUNT + 1))
619 return 0;
620 diff--;
621 lastdir = dir;
622 max--;
623 if (!firstdir)
624 firstdir = dir + i;
625 } /* else check alternate directions */
626 } /* if blocked */
627 else
628 {
629 /* we moved towards creature, so diff is less */
630 diff--;
631 max--;
632 lastdir = dir;
633 if (!firstdir)
634 firstdir = dir;
635 }
636
637 if (diff <= 1)
638 {
639 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance.
641 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 }
645
646 if (diff > max)
647 return 0;
648 }
649
650 /* If we reached the max, didn't find a direction in time */
651 if (!max)
652 return 0;
653
654 return firstdir;
655}
656
657void
658give_initial_items (object *pl, treasurelist * items)
659{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664
665 for (op = pl->inv; op; op = next)
666 {
667 next = op->below;
668
669 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way
671 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
673 SET_FLAG (op, FLAG_APPLIED);
674
675 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions
677 */
678 if (pl->type == PLAYER)
679 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
681 (op->type == ARMOUR || op->type == BOOTS ||
682 op->type == CLOAK || op->type == HELMET ||
683 op->type == SHIELD || op->type == GLOVES ||
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 {
686 op->destroy ();
687 continue;
688 }
689 }
690
691 /* This really needs to be better - we should really give
692 * a substitute spellbook. The problem is that we don't really
693 * have a good idea what to replace it with (need something like
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */
697 if (op->type == SPELLBOOK || op->type == SKILL)
698 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 {
707 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709 continue;
710 }
711
712 if (op->nrof > 1)
713 op->nrof = 1;
714 }
715
716 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720
721 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be
723 * merged properly.
724 */
725 if (need_identify (op))
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 }
731 if (op->type == SPELL)
732 {
733 op->destroy ();
734 continue;
735 }
736 else if (op->type == SKILL)
737 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0;
740 op->level = 1;
741 }
742 /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */
746
747 /* Need to set up the skill pointers */
748 link_player_skills (pl);
749}
750
751void
733void get_party_password(object *op, partylist *party) { 752get_party_password (object *op, partylist *party)
753{
734 if (party == NULL) { 754 if (party == NULL)
755 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 757 return;
737 } 758 }
759
738 op->contr->write_buf[0]='\0'; 760 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 764}
743
744 765
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int
746int roll_stat(void) { 768roll_stat (void)
769{
747 int a[4],i,j,k; 770 int a[4], i, j, k;
748 771
749 for(i=0;i<4;i++) 772 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 773 a[i] = (int) rndm (6) + 1;
751 774
752 for(i=0,j=0,k=7;i<4;i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 776 if (a[i] < k)
754 k=a[i],j=i; 777 k = a[i], j = i;
755 778
756 for(i=0,k=0;i<4;i++) { 779 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 780 if (i != j)
758 k+=a[i]; 781 k += a[i];
759 } 782
760 return k; 783 return k;
761} 784}
762 785
763void roll_stats(object *op) { 786void
787object::roll_stats ()
788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
764 int sum=0; 793 int sum = 0;
765 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
767 796
768 do { 797 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 798 break;
770 op->stats.Dex=roll_stat(); 799 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 800
781 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 803
790 /* a quick and dirty bubblesort? */ 804 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 806
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 807 stats.exp = 0;
821 op->stats.ac=0; 808 stats.ac = 0;
822 809
810 stats.hp = stats.maxhp;
811 stats.sp = stats.maxsp;
812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
823 op->contr->levhp[1] = 9; 816 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 817 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 818 contr->levgrace[1] = 3;
826 819
827 fix_player(op); 820 contr->orig_stats = stats;
821 }
822}
823
824void
825object::swap_stats (int a, int b)
826{
827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828
829 for (int i = 0; i < NUM_STATS; ++i)
830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
828 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
831 op->contr->orig_stats=op->stats; 850 contr->orig_stats = stats;
851 }
832} 852}
833 853
834void Roll_Again(object *op) 854static void
855start_info (object *op)
835{ 856{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
844 858
845 if ( op->contr->Swap_First == -1 ) { 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 863}
953 864
954/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
958 * not the class. 869 * not the class.
959 */ 870 */
960 871void
961int key_change_class(object *op, char key) 872player::chargen_race_done ()
962{ 873{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 874 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
977 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
979 883
980 op->contr->state=ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
981 885
982 if (op->msg) { 886 if (ob->msg)
983 free_string(op->msg); 887 ob->msg = 0;
984 op->msg=NULL;
985 }
986 888
987 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
988 * to save here. 890 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 891 */
1029 892 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 893 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 895 make_path_to_file (buf);
1101 next = mp->next; 896 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 897
1103 delete_map(mp); 898 start_info (ob);
1104 } 899 CLEAR_FLAG (ob, FLAG_WIZ);
1105 900 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob);
903 ob->update_stats ();
904
905 /* This moves the player to a different start map, if there
906 * is one for this race
907 */
908 if (*first_map_ext_path)
1107 } 909 {
1108 play_again(op); 910 object *tmp;
1109 return 1; 911 char mapname[MAX_BUF];
1110}
1111 912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else
924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
926
927void
928player::chargen_race_next ()
929{
930 /* Following actually changes the race - this is the default command
931 * if we don't match with one of the options above.
932 */
933
934 do
935 {
936 shstr name = ob->name;
937 int x = ob->x, y = ob->y;
938
939 ob->remove_statbonus ();
940 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob);
943 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name;
946 ob->x = x;
947 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name);
951 ob->add_statbonus ();
952 }
953 while (!allowed_class (ob));
954
955 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, ob, ob);
957 ob->update_stats ();
958 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0;
961}
962
963void
1112void flee_player(object *op) { 964flee_player (object *op)
965{
1113 int dir,diff; 966 int dir, diff;
1114 rv_vector rv; 967 rv_vector rv;
1115 968
1116 if(op->stats.hp < 0) { 969 if (op->stats.hp < 0)
970 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 971 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 973 return;
1120 } 974 }
1121 975
1122 if(op->enemy==NULL) { 976 if (op->enemy == NULL)
977 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 978 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 979 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 980 return;
1126 } 981 }
1127 982
1128 /* Seen some crashes here. Since we don't store an 983 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 984 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 985 * actual enemy, and the object is recycled.
1131 */ 986 */
1132 if (op->enemy->map == NULL) { 987 if (op->enemy->map == NULL)
988 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 990 op->enemy = NULL;
1135 return; 991 return;
1136 } 992 }
1137 993
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
1139 op->enemy=NULL; 996 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 998 return;
1142 } 999 }
1000
1143 get_rangevector(op, op->enemy, &rv, 0); 1001 get_rangevector (op, op->enemy, &rv, 0);
1144 1002
1145 dir=absdir(4+rv.direction); 1003 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1004 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1005 {
1006 int m = 1 - (RANDOM () & 2);
1007
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return;
1010 }
1011
1153 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1014 op->enemy = NULL;
1156} 1015}
1157
1158 1016
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1019 * stop.
1162 */ 1020 */
1021int
1163int check_pick(object *op) { 1022check_pick (object *op)
1023{
1164 object *tmp, *next; 1024 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1025 int stop = 0;
1167 int j, k, wvratio; 1026 int wvratio;
1168 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1169
1170 1028
1171 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1173 return 1; 1031 return 1;
1174 1032
1175 op_tag = op->count;
1176
1177 next = op->below; 1033 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1034
1181 /* loop while there are items on the floor that are not marked as 1035 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1036 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1037 while (next && !next->destroyed ())
1184 { 1038 {
1185 tmp = next; 1039 tmp = next;
1186 next = tmp->below; 1040 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1041
1190 if (was_destroyed (op, op_tag)) 1042 if (op->destroyed ())
1191 return 0; 1043 return 0;
1192 1044
1193 if ( ! can_pick (op, tmp)) 1045 if (!can_pick (op, tmp))
1194 continue; 1046 continue;
1195 1047
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1049 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1050 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1051 pick_up (op, tmp);
1200 continue; 1052 continue;
1201 } 1053 }
1202 1054
1203 /* high not bit set? We're using the old autopickup model */ 1055 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1056 if (!(op->contr->mode & PU_NEWMODE))
1057 {
1205 switch (op->contr->mode) { 1058 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1059 {
1207 case 1: pick_up (op, tmp); 1060 case 0:
1208 return 1; 1061 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1062 case 1:
1210 return 0; 1063 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1064 return 1;
1212 case 4: pick_up (op, tmp); 1065 case 2:
1213 break; 1066 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1067 return 0;
1215 stop = 1; 1068 case 3:
1216 break; 1069 return 0; /* stop before pickup */
1217 case 6: 1070 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1071 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1072 break;
1220 pick_up(op, tmp); 1073 case 5:
1221 break; 1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1222 1081
1223 case 7: 1082 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1083 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1084 pick_up (op, tmp);
1226 break; 1085 break;
1227 1086
1228 default: 1087 default:
1229 /* use value density */ 1088 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1091 pick_up (op, tmp);
1233 >= op->contr->mode) 1092 }
1234 pick_up(op,tmp); 1093 }
1235 } 1094 else
1236 } 1095 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1096 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1097 if (op->contr->mode & PU_DEBUG)
1240 { 1098 {
1241 /* some debugging code to figure out item information */ 1099 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1100 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1103 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1106
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1251 1109
1252 sprintf(putstring,"...flags: "); 1110 /* philosophy:
1253 for(k=0;k<4;k++) 1111 * It's easy to grab an item type from a pile, as long as it's
1254 { 1112 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1113 * and selections, select-items should be used. This is a
1256 { 1114 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1115 * example.
1258 { 1116 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1117 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1118 * convert to decimal and then 'pickup <#>
1261 } 1119 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue;
1146
1147 /* ignore known cursed objects */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1149 continue;
1150
1151 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 {
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1266#if 0 1346#if 0
1267 /* print the flags too */ 1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1348 if (tmp->name != NULL)
1269 { 1349 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1350 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1351 }
1272 { 1352 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1353 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1356#endif
1357 continue;
1358 }
1359 }
1360 } /* the new pickup model */
1279 } 1361 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1362
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1363 return !stop;
1443} 1364}
1444 1365
1445/* 1366/*
1446 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1368 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1369 * found object is returned.
1449 */ 1370 */
1371object *
1450object *find_arrow(object *op, const char *type) 1372find_arrow (object *op, const char *type)
1451{ 1373{
1452 object *tmp = NULL; 1374 object *tmp = 0;
1453 1375
1454 for(op=op->inv; op; op=op->below) 1376 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1378 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1379 else if (op->type == ARROW && op->race == type)
1459 return op; 1380 return op;
1381
1460 return tmp; 1382 return tmp;
1461} 1383}
1462 1384
1463/* 1385/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1387 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1388 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1390 */
1469 1391object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1393{
1472 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1474 1396
1475 if (!type) 1397 if (!type)
1476 return NULL; 1398 return NULL;
1477 1399
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1400 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1401 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1403 {
1404 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1405 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1406 if (i > betterby)
1484 tmp = ntmp; 1407 {
1485 betterby = i; 1408 tmp = ntmp;
1486 } 1409 betterby = i;
1410 }
1411 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1412 else if (arrow->type == ARROW && arrow->race == type)
1413 {
1488 /* allways prefer assasination/slaying */ 1414 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1416 {
1491 if (arrow->attacktype & AT_DEATH) { 1417 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1418 {
1493 return arrow; 1419 *better = 100;
1494 } else { 1420 return arrow;
1495 tmp = arrow; 1421 }
1422 else
1423 {
1424 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1425 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1426 }
1498 } else { 1427 }
1428 else
1429 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 {
1500 attacktype = 1<<attacknum; 1432 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1435 {
1436 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1438 }
1506 } 1439 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1441 {
1442 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1443 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1444 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1446 {
1447 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1448 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1449 }
1450 }
1451 }
1515 } 1452 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1453 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1454 return find_arrow (op, type);
1520 1455
1521 *better = betterby; 1456 *better = betterby;
1522 return tmp; 1457 return tmp;
1523} 1458}
1524 1459
1525/* looks in a given direction, finds the first valid target, and calls 1460/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1462 * op = the shooter
1528 * type = bow->race 1463 * type = bow->race
1529 * dir = fire direction 1464 * dir = fire direction
1530 */ 1465 */
1531 1466object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1533{ 1468{
1534 object *tmp = NULL; 1469 object *tmp = NULL;
1535 mapstruct *m; 1470 maptile *m;
1536 int i, mflags, found, number; 1471 int i, mflags, found, number;
1537 sint16 x, y; 1472 sint16 x, y;
1538 1473
1539 if (op->map == NULL) 1474 if (op->map == NULL)
1540 return find_arrow(op, type); 1475 return find_arrow (op, type);
1541 1476
1542 /* do a dex check */ 1477 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1478 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1479 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1480 return find_arrow (op, type);
1546 1481
1547 m = op->map; 1482 m = op->map;
1548 x = op->x; 1483 x = op->x;
1549 y = op->y; 1484 y = op->y;
1550 1485
1551 /* find the first target */ 1486 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1487 for (i = 0, found = 0; i < 20; i++)
1488 {
1553 x += freearr_x[dir]; 1489 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1490 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1491 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 {
1557 tmp = NULL; 1494 tmp = NULL;
1558 break; 1495 break;
1496 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1500 * perhaps a bad assumption.
1562 */ 1501 */
1563 tmp = NULL; 1502 tmp = NULL;
1564 break; 1503 break;
1565 } 1504 }
1566 if (mflags & P_IS_ALIVE) { 1505 if (mflags & P_IS_ALIVE)
1506 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1508 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1509 {
1570 break; 1510 found++;
1571 } 1511 break;
1512 }
1572 if (found) 1513 if (found)
1573 break; 1514 break;
1574 } 1515 }
1575 } 1516 }
1576 if (tmp == NULL) 1517 if (tmp == NULL)
1577 return find_arrow(op, type); 1518 return find_arrow (op, type);
1578 1519
1579 if (tmp->head) 1520 if (tmp->head)
1580 tmp = tmp->head; 1521 tmp = tmp->head;
1581 1522
1582 return find_better_arrow(op, tmp, type, &i); 1523 return find_better_arrow (op, tmp, type, &i);
1583} 1524}
1584 1525
1585/* 1526/*
1586 * Creature fires a bow - op can be monster or player. Returns 1527 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1528 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1531 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1532 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1533 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1534 * player fire modes.
1594 */ 1535 */
1536int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1538{
1598 object *left, *bow; 1539 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1540 int bowspeed, mflags;
1601 mapstruct *m; 1541 maptile *m;
1602 1542
1603 if (!dir) { 1543 if (!dir)
1544 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1546 return 0;
1547 }
1548
1549 if (player *pl = op->contr)
1606 } 1550 {
1607 if (op->type == PLAYER) 1551 bow = pl->ranged_ob;
1608 bow=op->contr->ranges[range_bow]; 1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1609 else { 1555 else
1556 {
1610 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1613 */ 1560 */
1614 if(bow->type==BOW) 1561 if (bow->type == BOW)
1615 break; 1562 break;
1616 1563
1617 if (!bow) { 1564 if (!bow)
1565 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1567 return 0;
1620 } 1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1621 } 1577 }
1578
1622 if( !bow->race || !bow->skill) { 1579 if (!bow->race || !bow->skill)
1580 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1582 return 0;
1625 } 1583 }
1626 1584
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1586
1629 /* penalize ROF for bestarrow */ 1587 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1632 if (bowspeed < 1) 1591 if (bowspeed < 1)
1633 bowspeed = 1; 1592 bowspeed = 1;
1634 1593
1635 if (arrow == NULL) { 1594 if (arrow == NULL)
1595 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 {
1637 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1601 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1643 return 0; 1604 return 0;
1644 } 1605 }
1645 } 1606 }
1607
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1609 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1610 return 0;
1649 } 1611
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1613 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1615 return 0;
1653 } 1616 }
1654 1617
1655 /* this should not happen, but sometimes does */ 1618 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1619 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1620 {
1621 arrow->destroy ();
1622 return 0;
1623 }
1661 1624
1662 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1627 if (!arrow)
1628 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1630 return 0;
1668 return 0;
1669 } 1631 }
1670 set_owner(arrow, op); 1632
1671 if (arrow->skill) free_string(arrow->skill); 1633 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1634 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1635 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1636
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1687 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1689 1643
1690 /* Note that this was different for monsters - they got their level 1644 if (player *pl = op->contr)
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
1693 1645 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1646 if (!pl->has_hit)
1695 0 : dam_bonus[op->stats.Str]) + 1647 {
1696 bow->stats.dam + bow->magic + arrow->magic; 1648 op->speed_left -= op->speed;
1649 pl->has_hit = 1;
1650 }
1697 1651
1652 op->speed_left += 0.01f - abs (op->speed) * 100.f / bowspeed;
1653 op->update_stats ();
1654 }
1655
1656 SET_ANIMATION (arrow, arrow->direction);
1657
1698 /* update the speed */ 1658 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1700 0 : dam_bonus[op->stats.Str]) + 1660 + bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1661
1704 if (arrow->speed < 1.0) 1662 arrow->set_speed (max (arrow->speed, 2.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1663 arrow->speed_left = 0;
1708 1664
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1666
1709 if (op->type == PLAYER) { 1667 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1668 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1670 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1671
1672 if (!arrow->slaying)
1673 arrow->slaying = op->slaying;
1674
1675 arrow->attacktype |= op->attacktype;
1676 }
1677 else
1678 {
1720 arrow->level = op->level; 1679 arrow->level = op->level;
1721 } 1680 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1681
1682 if (!arrow->slaying)
1683 arrow->slaying = bow->slaying;
1684
1723 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1686 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1687
1727 arrow->map = m; 1688 wc -= arrow->level;
1689 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690
1691 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1692 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1693 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1694
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1695 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1696 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1697
1735 if (!was_destroyed(arrow, tag)) 1698 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1699 move_arrow (arrow);
1737 1700
1738 if (op->type == PLAYER) { 1701 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1702 {
1703 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1704 esrv_del_item (op->contr, left->count);
1741 else 1705 else
1742 esrv_send_item(op, left); 1706 esrv_send_item (op, left);
1743 } 1707 }
1708
1744 return 1; 1709 return 1;
1745} 1710}
1746 1711
1747/* Special fire code for players - this takes into 1712/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1713 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1714 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1715 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1716 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1717 * hence the function name.
1753 */ 1718 */
1719int
1754int player_fire_bow(object *op, int dir) 1720player_fire_bow (object *op, int dir)
1755{ 1721{
1756 int ret=0, wcmod=0; 1722 int ret = 0, wcmod = 0;
1757 1723
1758 if (op->contr->bowtype == bow_bestarrow) { 1724 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1725 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1726 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1727 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1728 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1729 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1730 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1731 wcmod = -1;
1732
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1733 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1734 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1735 else if (op->contr->bowtype == bow_threewide)
1736 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1740 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1741 else if (op->contr->bowtype == bow_spreadshot)
1742 {
1772 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);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1746 }
1776 } else { 1747 else
1748 {
1777 /* Simple case */ 1749 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1750 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1751 }
1752
1780 return ret; 1753 return ret;
1781} 1754}
1782 1755
1783 1756
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1786 */ 1759 */
1760void
1787void fire_misc_object(object *op, int dir) 1761fire_misc_object (object *op, int dir)
1788{ 1762{
1789 object *item; 1763 object *item = op->contr->ranged_ob;
1790 1764
1791 if (!op->contr->ranges[range_misc]) { 1765 if (!item)
1766 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1768 return;
1794 } 1769 }
1795 1770
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1771 if (!item->inv)
1772 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1774 return;
1800 } 1775 }
1801 if (item->type == WAND) { 1776
1802 if(item->stats.food<=0) { 1777 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1778 return;
1806 } 1779
1780 if (item->type == WAND)
1781 {
1782 if (item->stats.food <= 0)
1783 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1787 return;
1788 }
1789 }
1807 } else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1791 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1810 if (item->type== ROD) 1796 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1798 else
1813 else 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1800
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1801 return;
1817 } 1802 }
1818 } 1803 }
1819 1804
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1806 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1808 if (item->type == WAND)
1809 {
1823 if (!(--item->stats.food)) { 1810 if (!(--item->stats.food))
1824 object *tmp; 1811 {
1825 if (item->arch) { 1812 object *tmp;
1813
1814 if (item->arch)
1815 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1828 item->speed = 0; 1818 item->set_speed (0);
1829 update_ob_speed(item); 1819 }
1830 } 1820
1831 if ((tmp=is_player_inv(item))) 1821 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1823 }
1834 } 1824 }
1835 else if (item->type == ROD || item->type==HORN) { 1825 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1826 drain_rod_charge (item);
1837 }
1838 } 1827 }
1839} 1828}
1840 1829
1841/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1842 */ 1831 */
1832void
1843void fire(object *op,int dir) { 1833fire (object *op, int dir)
1834{
1844 int spellcost=0; 1835 int spellcost = 0;
1845 1836
1846 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1838 if (action_makes_visible (op))
1839 make_visible (op);
1848 1840
1849 switch(op->contr->shoottype) { 1841 player *pl = op->contr;
1850 case range_none: 1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1851 return; 1852 return;
1852 1853
1853 case range_bow: 1854 switch (ob->type)
1855 {
1856 case BOW:
1854 player_fire_bow(op, dir); 1857 player_fire_bow (op, dir);
1855 return; 1858 break;
1856 1859
1857 case range_magic: /* Casting spells */ 1860 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1862 break;
1860 1863
1861 case range_misc: 1864 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1865 apply_map_builder (op, dir);
1886 return; 1866 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1867
1868 case SKILL:
1869 case SKILL_TOOL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1893 1872
1873 default:
1874 fire_misc_object (op, dir);
1875 break;
1876 }
1877}
1894 1878
1895/* find_key 1879/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1884 * pl is the player,
1901 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1904 */ 1888 */
1905 1889object *
1906object * find_key(object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1907{ 1891{
1908 object *tmp,*key; 1892 object *tmp, *key;
1909 1893
1910 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1895 if (!container->inv)
1896 return 0;
1912 1897
1913 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1901 if (door->type == DOOR && tmp->type == KEY)
1902 break;
1916 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1918 */ 1905 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1907 break;
1921 } 1908 }
1909
1922 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1913 * a key, return
1926 */ 1914 */
1927 if (!tmp) { 1915 if (!tmp)
1916 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1929 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1920 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1921 {
1922 if ((key = find_key (pl, tmp, door)))
1923 return key;
1924 }
1925 }
1926
1927 if (!tmp)
1928 return NULL;
1932 } 1929 }
1933 } 1930
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1932 * see if we actually want to use it
1938 */ 1933 */
1939 if (pl!=container) { 1934 if (pl != container)
1935 {
1940 /* Only let players use keys in containers */ 1936 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1937 if (!pl->contr)
1938 return NULL;
1942 /* cases where this fails: 1939 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1940 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1941 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1942 * If the container is not active, return now since only active
1946 * containers can be used. 1943 * containers can be used.
1947 * If we only search keyrings and the container does not have 1944 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1945 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1946 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1947 * inv must have been an container and must have been active.
1951 * 1948 *
1952 * Change the color so that the message doesn't disappear with 1949 * Change the color so that the message doesn't disappear with
1953 * all the others. 1950 * all the others.
1954 */ 1951 */
1955 if (pl->contr->usekeys == key_inventory || 1952 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1953 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1955 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1958 return NULL;
1964 } 1959 }
1965 } 1960 }
1961
1966 return tmp; 1962 return tmp;
1967} 1963}
1968 1964
1969/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1967 * such that the caller should not do anything more,
1972 * 0 otherwise 1968 * 0 otherwise
1973 */ 1969 */
1970static int
1974static int player_attack_door(object *op, object *door) 1971player_attack_door (object *op, object *door)
1975{ 1972{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1980 */ 1976 */
1981 object *key=find_key(op, op, door); 1977 object *key = find_key (op, op, door);
1982 1978
1983 /* IF we found a key, do some extra work */ 1979 /* IF we found a key, do some extra work */
1984 if (key) { 1980 if (key)
1981 {
1985 object *container=key->env; 1982 object *container = key->env;
1986 1983
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1985
1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op);
1991
1990 if (door->type == DOOR) { 1992 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1995 {
1995 "You open the door with the %s", query_short_name(key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1998 }
1999
1998 /* Do this after we print the message */ 2000 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
2001 if (container != op) 2003 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2003 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2007 }
2004 } else if (door->type==LOCKED_DOOR) { 2008 else if (door->type == LOCKED_DOOR)
2009 {
2005 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2012 return 1;
2008 } 2013 }
2014
2009 return 0; 2015 return 0;
2010} 2016}
2011 2017
2012/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2017 */ 2023 */
2018 2024void
2019void move_player_attack(object *op, int dir) 2025move_player_attack (object *op, int dir)
2020{ 2026{
2021 object *tmp, *mon; 2027 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2028 int on_battleground;
2024 mapstruct *m; 2029 maptile *m;
2025 2030
2026 nx=freearr_x[dir]+op->x; 2031 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2032 sint16 ny = freearr_y[dir] + op->y;
2028 2033
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2034 on_battleground = op_on_battleground (op, 0, 0);
2030 2035
2031 /* If braced, or can't move to the square, and it is not out of the 2036 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2037 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2038 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2039 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2040 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2041 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2042 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2043 * move_ob uses.
2039 */ 2044 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2045 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046 2046 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2047 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2048 {
2049 m = op->map->xy_find (nx, ny);
2050 if (!m)
2051 return; /* Don't think this should happen */
2052 }
2053 else
2054 m = op->map;
2055
2056 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2057 return;
2050 }
2051 2058
2052 mon = NULL; 2059 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2060 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2061 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2062 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2063 * on the space
2057 */ 2064 */
2058 while (tmp!=NULL) { 2065 while (tmp)
2066 {
2059 if (tmp == op) { 2067 if (tmp == op)
2060 tmp=tmp->above; 2068 {
2061 continue; 2069 tmp = tmp->above;
2062 } 2070 continue;
2071 }
2072
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2073 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2074 {
2065 break; 2075 mon = tmp;
2066 } 2076 break;
2077 }
2078
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2079 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2080 mon = tmp;
2081
2069 tmp=tmp->above; 2082 tmp = tmp->above;
2070 } 2083 }
2071 2084
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2085 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2086 return; /* into a wall */
2074 2087
2075 if(mon->head != NULL) 2088 if (mon->head)
2076 mon = mon->head; 2089 mon = mon->head;
2077 2090
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2091 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2092 if (player_attack_door (op, mon))
2093 return;
2080 2094
2081 /* The following deals with possibly attacking peaceful 2095 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2096 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2097 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2098 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2099 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2100 * and thus will not push them.
2087 */ 2101 */
2088 2102
2089 /* If the creature is a pet, push it even if the player is not 2103 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2104 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2105 * player owns it and it is either friendly or unagressive.
2092 */ 2106 */
2093 if ((op->type==PLAYER) 2107 if ((op->type == PLAYER)
2094#if COZY_SERVER 2108#if COZY_SERVER
2095 && 2109 &&
2096 ( 2110 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2111 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2112#else
2102 && get_owner(mon)==op 2113 && mon->owner == op
2103#endif 2114#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2115 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2116 {
2106 /* If we're braced, we don't want to switch places with it */ 2117 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2118 if (op->contr->braced)
2119 return;
2120
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2122 push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2123 if (op->contr->tmp_invis || op->hide)
2124 make_visible (op);
2125
2111 return; 2126 return;
2112 } 2127 }
2113 2128
2114 /* in certain circumstances, you shouldn't attack friendly 2129 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2130 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2131 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2132 * attack them either.
2118 */ 2133 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2134 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2135 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2136#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2137 (op->contr->peaceful
2138 || (mon->type == PLAYER
2139 && mon->contr->
2140 peaceful)) &&
2124#else 2141#else
2125 op->contr->peaceful && 2142 op->contr->peaceful &&
2126#endif 2143#endif
2127 !on_battleground 2144 !on_battleground))
2145 {
2146 if (!op->contr->braced)
2128 )) { 2147 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2149 push_ob (mon, dir, op);
2132 } else { 2150 }
2151 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2153
2154 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op);
2156 }
2157
2138 /* If the object is a boulder or other rollable object, then 2158 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2159 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2160 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2162 {
2142 recursive_roll(mon,dir,op); 2163 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2164 if (action_makes_visible (op))
2144 } 2165 make_visible (op);
2166 }
2145 2167
2146 /* Any generic living creature. Including things like doors. 2168 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2169 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2170 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2171 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2173 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2176 {
2156
2157 /* If the player hasn't hit something this tick, and does 2177 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2178 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2179 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2180 * incurred a 1 tick offset.
2161 */ 2181 */
2162 if (!op->contr->has_hit) { 2182 if (!op->contr->has_hit)
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2183 {
2164 2184 op->speed_left += op->contr->weapon_sp - op->speed;
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2185 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2186 }
2167 2187
2168 skill_attack(mon, op, 0, NULL, NULL); 2188 skill_attack (mon, op, 0, 0, 0);
2169 2189
2170 /* If attacking another player, that player gets automatic 2190 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2191 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2192 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2193 * the wiz.
2174 */ 2194 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2195 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2196 {
2177 short luck = mon->stats.luck; 2197 short luck = mon->stats.luck;
2198
2178 mon->contr->has_hit = 1; 2199 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2200 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2201 mon->stats.luck = luck;
2181 } 2202 }
2182 if(action_makes_visible(op)) make_visible(op); 2203
2183 } 2204 if (action_makes_visible (op))
2205 make_visible (op);
2206 }
2184 } /* if player should attack something */ 2207 } /* if player should attack something */
2185} 2208}
2186 2209
2210int
2187int move_player(object *op,int dir) { 2211move_player (object *op, int dir)
2212{
2188 int pick; 2213 int pick;
2189 2214
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2215 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2216 return 0;
2217
2218 /* Sanity check: make sure dir is valid */
2219 if ((dir < 0) || (dir >= 9))
2220 {
2221 LOG (llevError, "move_player: invalid direction %d\n", dir);
2222 return 0;
2223 }
2224
2225 /* peterm: added following line */
2226 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2227 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2228
2229 op->facing = dir;
2230
2231 if (op->hide)
2232 do_hidden_move (op);
2233
2234 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2235 /*nop */ ;
2236 else if (op->contr->fire_on)
2237 fire (op, dir);
2238 else
2239 {
2240 move_player_attack (op, dir);
2241 pick = check_pick (op);
2242 }
2243
2244 /* Add special check for newcs players and fire on - this way, the
2245 * server can handle repeat firing.
2246 */
2247 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2248 op->direction = dir;
2249 else
2250 op->direction = 0;
2251
2252 /* Update how the player looks. Use the facing, so direction may
2253 * get reset to zero. This allows for full animation capabilities
2254 * for players.
2255 */
2256 animate_object (op, op->facing);
2257 return 0;
2229} 2258}
2230 2259
2231/* This is similar to handle_player, below, but is only used by the 2260/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2261 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2262 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2263 * the new speed values for commands.
2235 * 2264 *
2236 * Returns true if there are more actions we can do. 2265 * Returns true if there are more actions we can do.
2237 */ 2266 */
2267int
2238int handle_newcs_player(object *op) 2268handle_newcs_player (object *op)
2239{ 2269{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2270 if (QUERY_FLAG (op, FLAG_SCARED))
2271 {
2257 flee_player(op); 2272 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2273 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2274 if (QUERY_FLAG (op, FLAG_SCARED))
2275 {
2260 op->speed_left--; 2276 op->speed_left--;
2261 return 0; 2277 return 0;
2262 } 2278 }
2263 } 2279 }
2264 2280
2265 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer.
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but 2281 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2282 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2283 * called, so we recheck it here.
2280 */ 2284 */
2281 HandleClient(&op->contr->socket, op->contr); 2285 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2286 return 1;
2283 2287
2288 if (op->speed_left > 0)
2289 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2290 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 {
2285 /* All move commands take 1 tick, at least for now */ 2292 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2293 op->speed_left--;
2287 2294
2288 /* Instead of all the stuff below, let move_player take care 2295 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2296 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2297 * there, as well as the confusion stuff.
2291 */ 2298 */
2292 move_player(op, op->direction); 2299 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2300
2301 return op->speed_left > 0;
2302 }
2303 }
2304
2294 else return 0; 2305 return 0;
2295 } 2306}
2307
2308int
2309save_life (object *op)
2310{
2311 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2312 return 0;
2297}
2298 2313
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2314 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2315 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2316 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2317 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2318 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2319
2310 query_name(tmp));
2311 if (op->contr) 2320 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2321 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2322
2314 free_object(tmp); 2323 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325
2316 if(op->stats.hp<0) 2326 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2327 op->stats.hp = op->stats.maxhp;
2328
2318 if(op->stats.food<0) 2329 if (op->stats.food < 0)
2319 op->stats.food = 999; 2330 op->stats.food = 999;
2320 fix_player(op); 2331
2332 op->update_stats ();
2321 return 1; 2333 return 1;
2322 } 2334 }
2335
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2336 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2338 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2339 return 0;
2327} 2340}
2328 2341
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2342/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2343 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2344 * function will descend into containers. op is the object to start the search
2332 * from. 2345 * from.
2333 */ 2346 */
2347void
2334void remove_unpaid_objects(object *op, object *env) 2348remove_unpaid_objects (object *op, object *env)
2335{ 2349{
2336 object *next;
2337
2338 while (op) { 2350 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2351 {
2340 * we remove object 'op' 2352 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2353
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2354 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2355 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2356 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2357 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2358
2359 op->insert_at (env);
2360 }
2361 else if (op->inv)
2362 remove_unpaid_objects (op->inv, env);
2363
2364 op = next;
2365 }
2366}
2355 2367
2356/* 2368/*
2357 * Returns pointer a static string containing gravestone text 2369 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2370 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2371 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2372 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2373 * but there isn't one in the server directory.
2362 */ 2374 */
2375char *
2363char *gravestone_text (object *op) 2376gravestone_text (object *op)
2364{ 2377{
2365 static char buf2[MAX_BUF]; 2378 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2379 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2380 time_t now = time (NULL);
2368 2381
2369 strcpy (buf2, " R.I.P.\n\n"); 2382 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2383 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2384 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2385 else
2373 sprintf (buf, "%s\n", op->name); 2386 sprintf (buf, "%s\n", &op->name);
2387
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2389 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2391 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2392 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2393 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2394
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2395 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2396 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2397 if (op->type == PLAYER)
2398 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2399 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2400 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2401 strcat (buf2, buf);
2386 } 2402 }
2403
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2404 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2405 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2406 strcat (buf2, buf);
2407
2390 return buf2; 2408 return buf2;
2391} 2409}
2392 2410
2393 2411void
2394
2395void do_some_living(object *op) { 2412do_some_living (object *op)
2413{
2396 int last_food=op->stats.food; 2414 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2415 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2416 int over_hp, over_sp, over_grace;
2399 int i; 2417 int i;
2400 int rate_hp = 1200; 2418 int rate_hp = 1200;
2401 int rate_sp = 2500; 2419 int rate_sp = 2500;
2402 int rate_grace = 2000; 2420 int rate_grace = 2000;
2403 const int max_hp = 1; 2421 const int max_hp = 1;
2404 const int max_sp = 1; 2422 const int max_sp = 1;
2405 const int max_grace = 1; 2423 const int max_grace = 1;
2406 2424
2407 if (op->contr->outputs_sync) { 2425 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2426 {
2409 if (op->contr->outputs[i].buf!=NULL && 2427 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2428 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2429 * depending on the value of invisible, so we need to
2430 * alternate it here for it to work correctly.
2431 */
2432 if (pticks & 2)
2433 op->invisible--;
2412 } 2434 }
2435 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2436 {
2437 if (!op->invisible--)
2438 {
2439 make_visible (op);
2440 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2441 }
2442 }
2413 2443
2414 if(op->contr->state==ST_PLAYING) { 2444 if (op->contr->ns->state == ST_PLAYING)
2415 2445 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2446 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2447 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2448 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2449 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2450 else
2451 {
2421 gen_hp = op->stats.maxhp; 2452 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2453 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2454 }
2455
2424 if(op->contr->gen_sp >= 0 ) 2456 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2457 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2458 else
2459 {
2427 gen_sp = op->stats.maxsp; 2460 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2461 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2462 }
2463
2430 if(op->contr->gen_grace >= 0) 2464 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2465 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2466 else
2467 {
2433 gen_grace = op->stats.maxgrace; 2468 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2469 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2470 }
2436 2471
2437 /* Regenerate Spell Points */ 2472 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2473 if (!op->contr->golem && --op->last_sp < 0)
2474 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2475 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) { 2476 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2477 {
2478 op->stats.sp++;
2442 /* dms do not consume food */ 2479 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2480 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2481 {
2482 op->stats.food--;
2445 if(op->contr->digestion<0) 2483 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2484 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2485 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food; 2486 op->stats.food = last_food;
2487 }
2488 }
2489
2490 if (max_sp > 1)
2491 {
2492 over_sp = (gen_sp + 10) / rate_sp;
2493 if (over_sp > 0)
2494 {
2495 if (op->stats.sp < op->stats.maxsp)
2496 {
2497 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2498
2499 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2500 op->stats.sp--;
2501
2502 if (op->stats.sp > op->stats.maxsp)
2503 op->stats.sp = op->stats.maxsp;
2504 }
2505 op->last_sp = 0;
2506 }
2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2512 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2513
2471 /* Regenerate Grace */ 2514 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2515 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2516 if (--op->last_grace < 0)
2517 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2518 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2519 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2520
2521 if (max_grace > 1)
2522 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2523 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2524 if (over_grace > 0)
2479 op->stats.sp += over_grace 2525 {
2526 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2527 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2528 op->last_grace = 0;
2482 } else { 2529 }
2530 else
2531 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2532 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2533 }
2485 } else { 2534 }
2535 else
2536 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2537 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2538 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2539 /* wearing stuff doesn't detract from grace generation. */
2489 } 2540 }
2490 2541
2491 /* Regenerate Hit Points */ 2542 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2543 if (--op->last_heal < 0)
2544 {
2493 if(op->stats.hp<op->stats.maxhp) { 2545 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2546 {
2547 op->stats.hp++;
2495 /* dms do not consume food */ 2548 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2549 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2550 {
2551 op->stats.food--;
2498 if(op->contr->digestion<0) 2552 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2553 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2554 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2555 op->stats.food = last_food;
2556 }
2557 }
2558
2559 if (max_hp > 1)
2560 {
2561 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2562 if (over_hp > 0)
2563 {
2564 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2565 op->last_heal = 0;
2566 }
2567 else
2568 {
2569 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2570 }
2571 }
2572 else
2573 {
2574 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 }
2503 } 2576 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2577
2519 /* Digestion */ 2578 /* Digestion */
2520 if(--op->last_eat<0) { 2579 if (--op->last_eat < 0)
2580 {
2521#ifdef COZY_SERVER 2581#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2582 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2583 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2584#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2585 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2586#endif
2529 2587
2530 if(op->contr->gen_hp > 0) 2588 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2589 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2590 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2591 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2592
2534 /* dms do not consume food */ 2593 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2594 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2595 op->stats.food--;
2537 } 2596 }
2538 2597
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2598 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2599 {
2600 object *tmp, *flesh = 0;
2541 2601
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2602 for (tmp = op->inv; tmp; tmp = tmp->below)
2603 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2604 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2605 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2606 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2607 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2608 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2609 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2610 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2611 break;
2549 } 2612 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2613 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2614 flesh = tmp;
2552 } /* end of for loop */ 2615 } /* End if paid for object */
2616 } /* end of for loop */
2617
2553 /* If player is still starving, it means they don't have any food, so 2618 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2619 * eat flesh instead.
2555 */ 2620 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2621 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2622 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2624 manual_apply (op, flesh, 0);
2559 } 2625 }
2560 } /* end if player is starving */ 2626 }
2561 2627
2562 while(op->stats.food<0&&op->stats.hp>0) 2628 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2629 op->stats.food++, op->stats.hp--;
2564 2630
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2631 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2632 kill_player (op);
2633 }
2567} 2634}
2568
2569
2570 2635
2571/* If the player should die (lack of hp, food, etc), we call this. 2636/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2637 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2638 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2639 * file.
2575 */ 2640 */
2641void
2576void kill_player(object *op) 2642kill_player (object *op)
2577{ 2643{
2578 char buf[MAX_BUF]; 2644 char buf[MAX_BUF];
2579 int x,y,i; 2645 int x, y;
2646
2647 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2648 maptile *map; /* this is for resurrection */
2649
2581 int z; 2650 /* int z;
2582 int num_stats_lose; 2651 int num_stats_lose;
2583 int lost_a_stat; 2652 int lost_a_stat;
2584 int lose_this_stat; 2653 int lose_this_stat;
2585 int this_stat; 2654 int this_stat; */
2586 int will_kill_again; 2655 int will_kill_again;
2587 archetype *at; 2656 archetype *at;
2588 object *tmp; 2657 object *tmp;
2589 2658
2590 if(save_life(op)) 2659 if (save_life (op))
2591 return; 2660 return;
2592 2661
2593 2662
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2663 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2664 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2665 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2666 */
2598 if (op_on_battleground(op, &x, &y)) { 2667 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2668 {
2600 "You have been defeated in combat!"); 2669 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2670 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2671
2603
2604 /* restore player */ 2672 /* restore player */
2605 at = find_archetype("poisoning"); 2673 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2674 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2675 {
2608 remove_ob(tmp); 2676 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2677 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2678 }
2612 2679
2613 at = find_archetype("confusion"); 2680 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2682 {
2616 remove_ob(tmp); 2683 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2684 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2685 }
2620 2686
2621 cure_disease(op,0); /* remove any disease */ 2687 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2688 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2689 if (op->stats.food <= 0)
2624 2690 op->stats.food = 999;
2691
2625 /* create a bodypart-trophy to make the winner happy */ 2692 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2693 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2694 {
2629 sprintf(buf,"%s's finger",op->name); 2695 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2696 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2697 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2698 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2699 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2700 tmp->msg = buf;
2635 tmp->msg=add_string(buf); 2701 tmp->value = 0, tmp->type = 0;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2702 tmp->materialname = "organics";
2637 tmp->materialname = NULL; 2703 tmp->insert_at (op, tmp);
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2704 }
2705
2642 /* teleport defeated player to new destination*/ 2706 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2707 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2708 op->contr->braced = 0;
2645 return; 2709 return;
2646 } 2710 }
2647 2711
2648 INVOKE_PLAYER (DEATH, op->contr); 2712 INVOKE_PLAYER (DEATH, op->contr);
2649 2713
2650 command_kill_pets (op, 0); 2714 command_kill_pets (op, 0);
2651 2715
2652 if(op->stats.food<0) { 2716 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2717 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2718 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2719 strcpy (op->contr->killer, "starvation");
2661 } 2720 }
2662 else { 2721 else
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2722 sprintf (buf, "%s died.", &op->name);
2670 } 2723
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2724 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2725
2673 /* save the map location for corpse, gravestone*/ 2726 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2727 x = op->x;
2728 y = op->y;
2729 map = op->map;
2675 2730
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2731 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2732 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2733 * See the config.h file for a little more in depth detail about this.
2681 */ 2734 */
2682 2735
2683 /* Basically two ways to go - remove a stat permanently, or just 2736 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2737 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2738 * of death.
2686 */ 2739 */
2687#ifndef COZY_SERVER 2740#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2741 if (settings.balanced_stat_loss)
2742 {
2689 /* If stat loss is permanent, lose one stat only. */ 2743 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2744 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2745 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2746 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2747 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2748 little bit harder. */
2695 /* GD */ 2749 /* GD */
2696 if (settings.stat_loss_on_death) 2750 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2751 num_stats_lose = 1;
2698 else 2752 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2753 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2754 }
2755 else
2701 num_stats_lose = 1; 2756 num_stats_lose = 1;
2702 } 2757
2703 lost_a_stat = 0; 2758 lost_a_stat = 0;
2704 2759
2705 for (z=0; z<num_stats_lose; z++) { 2760 for (z = 0; z < num_stats_lose; z++)
2761 {
2706 i = RANDOM() % NUM_STATS; 2762 i = RANDOM () % NUM_STATS;
2707 2763
2708 if (settings.stat_loss_on_death) { 2764 if (settings.stat_loss_on_death)
2765 {
2709 /* Pick a random stat and take a point off it. Tell the player 2766 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2767 * what he lost.
2711 */ 2768 */
2712 change_attr_value(&(op->stats), i,-1); 2769 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2770 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2771 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2772 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2773 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2774 lost_a_stat = 1;
2718 } else { 2775 }
2776 else
2777 {
2719 /* deplete a stat */ 2778 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2779 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2780 object *dep;
2781
2782 dep = present_arch_in_ob (deparch, op);
2783 if (!dep)
2722 2784 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2785 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2786 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2787 }
2756 if (lose_this_stat) { 2788 lose_this_stat = 1;
2789 if (settings.balanced_stat_loss)
2790 {
2791 /* GD */
2792 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2793 this_stat = get_attr_value (&(dep->stats), i);
2794 if (this_stat < 0)
2795 {
2796 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2797 int keep_chance = this_stat * this_stat;
2798
2799 /* Yes, I am paranoid. Sue me. */
2800 if (keep_chance < 1)
2801 keep_chance = 1;
2802
2803 /* There is a maximum depletion total per level. */
2804 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2805 {
2806 lose_this_stat = 0;
2807 /* Take loss chance vs keep chance to see if we
2808 retain the stat. */
2809 }
2810 else
2811 {
2812 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2813 lose_this_stat = 0;
2814 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2815 this_stat, keep_chance, loss_chance,
2816 lose_this_stat?"LOSE":"KEEP"); */
2817 }
2818 }
2819 }
2820
2821 if (lose_this_stat)
2822 {
2823 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2824 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2825 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2826 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2827 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2828 * difference.
2763 */ 2829 */
2764 if (this_stat>=-50) { 2830 if (this_stat >= -50)
2831 {
2765 change_attr_value(&(dep->stats), i, -1); 2832 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2833 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2834 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2835 op->update_stats ();
2769 lost_a_stat = 1; 2836 lost_a_stat = 1;
2770 } 2837 }
2771 } 2838 }
2839 }
2772 } 2840 }
2773 }
2774 /* If no stat lost, tell the player. */ 2841 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2842 if (!lost_a_stat)
2776 { 2843 {
2777 /* determine_god() seems to not work sometimes... why is this? 2844 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2845 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2846 const char *god = determine_god (op);
2847
2780 if (god && (strcmp(god, "none"))) 2848 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2849 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2850 else
2783 " you.", god); 2851 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2852 }
2853#else
2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2855#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2856
2792 /* Put a gravestone up where the character 'almost' died. List the 2857 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2858 * exp loss on the stone.
2794 */ 2859 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2860 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2861 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2862 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2863 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2864 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2865 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);
2801 "who was killed\n" 2866 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2867 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2868 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2869
2809 /**************************************/ 2870 /**************************************/
2810 /* */ 2871 /* */
2811 /* Subtract the experience points, */ 2872 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2873 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2874 /* food, and reset HP's... */
2814 /* */ 2875 /* */
2815 /**************************************/ 2876 /**************************************/
2816 2877
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2878 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2879 /* restore player */
2819 at = find_archetype("poisoning"); 2880 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2881 tmp = present_arch_in_ob (at, op);
2882
2821 if (tmp) { 2883 if (tmp)
2822 remove_ob(tmp); 2884 {
2823 free_object(tmp); 2885 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2886 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2887 }
2826 2888
2827 at = find_archetype("confusion"); 2889 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2890 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2891 if (tmp)
2830 remove_ob(tmp); 2892 {
2831 free_object(tmp); 2893 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2894 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2895 }
2896
2834 cure_disease(op,0); /* remove any disease */ 2897 cure_disease (op, 0); /* remove any disease */
2835 2898
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2899 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2900 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2901 if (op->stats.food < 100)
2902 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2903 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2904 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2905 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2906
2843 /* 2907 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2908 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2909 * and put them back in the map.
2846 * in the map. 2910 */
2847 */
2848
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2911 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2912
2857 /****************************************/ 2913 /****************************************/
2858 /* */ 2914 /* */
2859 /* Move player to his current respawn- */ 2915 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2916 /* position (usually last savebed) */
2861 /* */ 2917 /* */
2862 /****************************************/ 2918 /****************************************/
2863 2919
2864 enter_player_savebed(op); 2920 enter_player_savebed (op);
2865 2921
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2922 op->contr->braced = 0;
2870 save_player(op,1);
2871 2923
2872 /* it is possible that the player has blown something up 2924 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2925 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2926 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2927 * on the space that might harm the player.
2876 */ 2928 */
2877 will_kill_again=0; 2929 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2930 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2931 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2932 will_kill_again |= tmp->attacktype;
2881 } 2933
2882 if (will_kill_again) { 2934 if (will_kill_again)
2935 {
2883 object *force; 2936 object *force;
2884 int at; 2937 int at;
2885 2938
2886 force=get_archetype(FORCE_NAME); 2939 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2940 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2941 force->speed = 0.1;
2889 force->speed_left=-5.0; 2942 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 2943 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2944 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2945 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2946 force->resist[at] = 100;
2894 } 2947
2895 insert_ob_in_ob(force, op); 2948 insert_ob_in_ob (force, op);
2896 fix_player(op); 2949 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2950
2951 }
2952
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2953 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 }
2955 }
2956 play_again(op);
2957
2958 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2954}
2972 2955
2973 2956void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2957loot_object (object *op)
2958{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2959 object *tmp, *tmp2, *next;
2976 2960
2977 if (op->container) { /* close open sack first */ 2961 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2962
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2963 for (tmp = op->inv; tmp; tmp = next)
2964 {
2982 next=tmp->below; 2965 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2966
2984 remove_ob(tmp); 2967 if (tmp->invisible)
2968 continue;
2969
2970 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2971 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2972
2987 loot_object(tmp); 2973 if (tmp->type == CONTAINER)
2988 } 2974 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2975
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2976 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2977 {
2991 if(tmp->nrof>1) { 2978 if (tmp->nrof > 1)
2979 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2980 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2981 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2982 insert_ob_in_map (tmp, op->map, NULL, 0);
2983 }
2984 else
2985 tmp->destroy ();
2986 }
2995 } else 2987 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2988 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2989 }
3000} 2990}
3001 2991
3002/* 2992/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2993 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2994 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2995 * was changed.
3006 */ 2996 */
3007 2997void
3008void fix_weight(void) { 2998fix_weight (void)
3009 player *pl; 2999{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3000 for_all_players (pl)
3001 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3002 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3003
3012 if(old == sum) 3004 if (old == sum)
3013 continue; 3005 continue;
3014 fix_player(pl->ob); 3006 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3007 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3008 }
3018} 3009}
3019 3010
3011void
3020void fix_luck(void) { 3012fix_luck (void)
3021 player *pl; 3013{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3014 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3015 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3016 pl->ob->change_luck (0);
3025} 3017}
3026
3027 3018
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3019/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3020 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3021 * just treat this as any other spell casting object.
3031 */ 3022 */
3032
3033void 3023void
3034cast_dust (object * op, object * throw_ob, int dir) 3024cast_dust (object *op, object *throw_ob, int dir)
3035{ 3025{
3036 object *skop, *spob; 3026 object *skop, *spob;
3037 3027
3038 skop = find_skill_by_name (op, throw_ob->skill); 3028 skop = find_skill_by_name (op, throw_ob->skill);
3039 3029
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3030 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3031 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3032 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3033 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3034 return;
3046 } 3035 }
3047 3036
3048 spob = throw_ob->inv; 3037 spob = throw_ob->inv;
3049 3038
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3039 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3040 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3041 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3042 if (!spob)
3054 { 3043 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3044 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 3045 return;
3058 } 3046 }
3059 3047
3060 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3049 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3050
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3051 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3052
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3053 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3054}
3069 3055
3056void
3070void make_visible (object *op) { 3057make_visible (object *op)
3058{
3071 op->hide = 0; 3059 op->hide = 0;
3072 op->invisible = 0; 3060 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 3061 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3062 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3063 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3064 op->contr->invis_race = 0;
3065 }
3066
3067 update_object (op, UP_OBJ_CHANGE);
3068}
3069
3070int
3071is_true_undead (object *op)
3072{
3073 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3074 return 1;
3075
3089 return 0; 3076 return 0;
3090} 3077}
3091 3078
3092/* look at the surrounding terrain to determine 3079/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3080 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3081 * indicate greater hideability.
3095 */ 3082 */
3096 3083
3084int
3097int hideability(object *ob) { 3085hideability (object *ob)
3086{
3098 int i,level=0, mflag; 3087 int i, level = 0, mflag;
3099 sint16 x,y; 3088 sint16 x, y;
3100 3089
3101 if(!ob||!ob->map) return 0; 3090 if (!ob || !ob->map)
3091 return 0;
3102 3092
3103 /* so, on normal lighted maps, its hard to hide */ 3093 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3094 level = ob->map->darkness - 2;
3105 3095
3106 /* this also picks up whether the object is glowing. 3096 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3097 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3098 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3099 if (has_carried_lights (ob))
3100 level = -(10 + (2 * ob->map->darkness));
3110 3101
3111 /* scan through all nearby squares for terrain to hide in */ 3102 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3103 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3104 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3105 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3106 if (mflag & P_OUT_OF_MAP)
3107 {
3108 continue;
3109 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3110 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3111 level += 2;
3117 else /* open terrain! */ 3112 else /* open terrain! */
3118 level -= 1; 3113 level -= 1;
3119 } 3114 }
3120 3115
3121#if 0 3116#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3117 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3118#endif
3124 return level; 3119 return level;
3125} 3120}
3126 3121
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3122/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3123 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3124 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3125 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3126 */
3132 3127
3128void
3133void do_hidden_move (object *op) { 3129do_hidden_move (object *op)
3130{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3131 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3132 object *skop;
3136 3133
3137 if(!op || !op->map) return; 3134 if (!op || !op->map)
3135 return;
3138 3136
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3137 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3138
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3139 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3140 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3141 if (!skop || num >= skop->level)
3142 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3143 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3144 make_visible (op);
3146 return; 3145 return;
3147 } else num += 20;
3148 } 3146 }
3147 else
3148 num += 20;
3149
3149 num += op->map->difficulty; 3150 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3151 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3152 num -= hide;
3153
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3154 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3155 {
3153 make_visible(op); 3156 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3157 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3158 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3159 }
3157 else if (op->type == PLAYER && skop) { 3160 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3161 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3162}
3161 3163
3162/* determine if who is standing near a hostile creature. */ 3164/* determine if who is standing near a hostile creature. */
3163 3165
3166int
3164int stand_near_hostile( object *who ) { 3167stand_near_hostile (object *who)
3168{
3165 object *tmp=NULL; 3169 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3170 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3171 maptile *m;
3168 sint16 x,y; 3172 sint16 x, y;
3169 3173
3170 if(!who) return 0; 3174 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3175 return 0;
3176
3177 if (who->type == PLAYER)
3178 player = 1;
3179
3180 else
3181 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3182
3183 /* search adjacent squares */
3184 for (i = 1; i < 9; i++)
3185 {
3186 x = who->x + freearr_x[i];
3187 y = who->y + freearr_y[i];
3188 m = who->map;
3189 mflags = get_map_flags (m, &m, x, y, &x, &y);
3190 /* space must be blocked if there is a monster. If not
3191 * blocked, don't need to check this space.
3192 */
3193 if (mflags & P_OUT_OF_MAP)
3194 continue;
3195 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3196 continue;
3197
3198 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3199 {
3200 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3201 return 1;
3202 else if (tmp->type == PLAYER)
3203 {
3204 /*don't let a hidden DM prevent you from hiding */
3205 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3206 return 1;
3207 }
3208 }
3209 }
3210 return 0;
3200} 3211}
3201 3212
3202/* check the player los field for viewability of the 3213/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3214 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3215 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3222 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3223 * -b.t.
3213 * This function is now map tiling safe. 3224 * This function is now map tiling safe.
3214 */ 3225 */
3215 3226
3227int
3216int player_can_view (object *pl,object *op) { 3228player_can_view (object *pl, object *op)
3229{
3217 rv_vector rv; 3230 rv_vector rv;
3218 int dx,dy; 3231 int dx, dy;
3219 3232
3220 if(pl->type!=PLAYER) { 3233 if (pl->type != PLAYER)
3234 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3235 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3236 return -1;
3247 op = op->more;
3248 } 3237 }
3238
3239 if (!pl || !op)
3249 return 0; 3240 return 0;
3241
3242 op = op->head_ ();
3243
3244 get_rangevector (pl, op, &rv, 0x1);
3245
3246 /* starting with the 'head' part, lets loop
3247 * through the object and find if it has any
3248 * part that is in the los array but isnt on
3249 * a blocked los square.
3250 * we use the archetype to figure out offsets.
3251 */
3252 while (op)
3253 {
3254 dx = rv.distance_x + op->arch->clone.x;
3255 dy = rv.distance_y + op->arch->clone.y;
3256
3257 /* only the viewable area the player sees is updated by LOS
3258 * code, so we need to restrict ourselves to that range of values
3259 * for any meaningful values.
3260 */
3261 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3262 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3263 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3264 return 1;
3265 op = op->more;
3266 }
3267 return 0;
3250} 3268}
3251 3269
3252/* routine for both players and monsters. We call this when 3270/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3271 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3272 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3273 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3274 * return 0.
3257 */ 3275 */
3276int
3258int action_makes_visible (object *op) { 3277action_makes_visible (object *op)
3278{
3259 3279
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3280 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3281 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3282 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3283 return 0;
3263 3284
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3285 if (op->contr && op->contr->tmp_invis == 0)
3286 return 0;
3265 3287
3266 /* If monsters, they should become visible */ 3288 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3289 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3290 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3291 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3292 return 1;
3270 } 3293 }
3271 } 3294 }
3272 return 0; 3295 return 0;
3273} 3296}
3274 3297
3275/* op_on_battleground - checks if the given object op (usually 3298/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3299 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3300 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3301 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3302 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3303 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3304 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3305 */
3306int
3283int op_on_battleground (object *op, int *x, int *y) { 3307op_on_battleground (object *op, int *x, int *y)
3308{
3284 object *tmp; 3309 object *tmp;
3285 3310
3286 /* A battleground-tile needs the following attributes to be valid: 3311 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3312 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3313 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3314 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3315 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3316 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3317 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3318 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3320 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3322 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3323 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3324 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3325 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 {
3299 object *invtmp; 3327 object *invtmp;
3328
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3329 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3330 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3331 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3332 {
3333 if (x != NULL && y != NULL)
3334 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3335 return 1;
3336 }
3337 }
3338 }
3303 if (x != NULL && y != NULL) 3339 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3340 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3341 return 1;
3306 } 3342 }
3307 } 3343 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3344 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3345 /* If we got here, did not find a battleground */
3316 return 0; 3346 return 0;
3317} 3347}
3318 3348
3319/* 3349/*
3323 * attributes: 3353 * attributes:
3324 * object *who the dragon player 3354 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3355 * int atnr the attack-number of the ability focus
3326 * int level ability level 3356 * int level ability level
3327 */ 3357 */
3358void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3359dragon_ability_gain (object *who, int atnr, int level)
3360{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3361 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3362 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3363 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3364 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3365 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3366 int i = 0, j = 0;
3335 3367
3336 /* get the appropriate treasurelist */ 3368 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3369 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3370 trlist = treasurelist::find ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3371 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3372 trlist = treasurelist::find ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3373 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3374 trlist = treasurelist::find ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3375 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3376 trlist = treasurelist::find ("dragon_ability_poison");
3345 3377
3346 if (trlist == NULL || who->type != PLAYER) 3378 if (trlist == NULL || who->type != PLAYER)
3347 return; 3379 return;
3348 3380
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3381 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3382
3351 3383 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3384 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3386 return;
3355 } 3387 }
3356 3388
3357 /* everything seems okay - now bring on the gift: */ 3389 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3390 item = &(tr->item->clone);
3359 3391
3360 if (item->type == SPELL) { 3392 if (item->type == SPELL)
3393 {
3361 if (check_spell_known (who, item->name)) 3394 if (check_spell_known (who, item->name))
3362 return; 3395 return;
3363 3396
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3397 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3398 do_learn_spell (who, item, 0);
3366 return; 3399 return;
3367 } 3400 }
3368 3401
3369 /* grant direct spell */ 3402 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3403 if (item->type == SPELLBOOK)
3404 {
3371 if (!item->inv) { 3405 if (!item->inv)
3406 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3407 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3408 return;
3375 } 3409 }
3376 if (check_spell_known (who, item->inv->name)) 3410 if (check_spell_known (who, item->inv->name))
3377 return; 3411 return;
3378 if (item->invisible) { 3412 if (item->invisible)
3413 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3414 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3415 do_learn_spell (who, item->inv, 0);
3381 return; 3416 return;
3382 } 3417 }
3383 } 3418 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3419 else if (item->type == SKILL_TOOL && item->invisible)
3420 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3421 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3422 {
3386 3423
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3424 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3425 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3426 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3427 * but not all of them, he gets nothing.
3391 */ 3428 */
3392 if (!(skop->attacktype & item->attacktype)) { 3429 if (!(skop->attacktype & item->attacktype))
3430 {
3393 /* Give new attacktype */ 3431 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3432 skop->attacktype |= item->attacktype;
3395 3433
3396 /* always add physical if there's none */ 3434 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3435 skop->attacktype |= AT_PHYSICAL;
3398 3436
3399 if (item->msg != NULL) 3437 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3438 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3439
3402 /* Give player new face */ 3440 /* Give player new face */
3403 if (item->animation_id) { 3441 if (item->animation_id)
3442 {
3404 who->face = skop->face; 3443 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3444 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3445 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3446 who->last_anim = 0;
3408 who->state = 0; 3447 who->state = 0;
3409 animate_object(who, who->direction); 3448 animate_object (who, who->direction);
3410 } 3449 }
3450 }
3451 }
3411 } 3452 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3453 else if (item->type == FORCE)
3454 {
3415 /* forces in the treasurelist can alter the player's stats */ 3455 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3456 object *skin;
3457
3417 /* first get the dragon skin force */ 3458 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3459 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3460 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3461 ;
3421 3462
3463 if (!skin)
3464 return;
3465
3422 /* adding new spellpath attunements */ 3466 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3467 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3468 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3469 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3470
3426 /* print message */ 3471 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3472 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3473 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3474 {
3430 if (j) 3475 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3476 {
3432 else 3477 if (j)
3433 j = 1; 3478 strcat (buf, " and ");
3479 else
3480 j = 1;
3434 strcat(buf, spellpathnames[i]); 3481 strcat (buf, spellpathnames[i]);
3435 } 3482 }
3436 } 3483 }
3437 strcat(buf,"."); 3484 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3485 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3486 }
3440 3487
3441 /* evtl. adding flags: */ 3488 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3489 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3490 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3491 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3492 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3493 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3494 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3495
3449 /* print message if there is one */ 3496 /* print message if there is one */
3450 if (item->msg != NULL) 3497 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3499 }
3500 else
3452 } 3501 {
3453 else {
3454 /* generate misc. treasure */ 3502 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3503 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3504 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3505 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3506 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3507 esrv_send_item (who, tmp);
3460 } 3508 }
3461} 3509}
3462 3510
3463/** 3511/**
3464 * Unready an object for a player. This function does nothing if the object was 3512 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3513 * not readied.
3466 */ 3514 */
3515void
3467void player_unready_range_ob(player *pl, object *ob) { 3516player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3517{
3518 if (pl->ob->current_weapon == ob)
3519 pl->ob->current_weapon = 0;
3469 3520
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3521 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3522 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3523
3473 if (pl->shoottype == i) { 3524 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3525 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3526}
3527
3528sint8
3529player::visibility_at (maptile *map, int x, int y) const
3530{
3531 if (!ns)
3532 return 0;
3533
3534 int dx, dy;
3535 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3536 return 0;
3537
3538 x += dx - ns->current_x + ns->mapx / 2;
3539 y += dy - ns->current_y + ns->mapy / 2;
3540
3541 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3542 return 0;
3543
3544 return 100 - blocked_los [x][y];
3545}

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