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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 1.138 by root, Thu May 17 20:27:01 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) { 152float
106 char buf[MAX_BUF]; 153player::weapon_speed () const
107 char rules[HUGE_BUF]; 154{
108 FILE *fp; 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
109 int comp; 156}
110 int size; 157
111 158/* This loads the first map an puts the player on it. */
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159static void
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160set_first_map (object *op)
161{
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
114 return; 184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
115 } 249 {
116 rules[0]='\0'; 250 object *tmp, *abil = 0, *skin = 0;
117 size=0; 251
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 252 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 253 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 254
121 if (size + strlen(buf)>=HUGE_BUF) 255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
122 { 272 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 273 case WAND:
124 break; 274 case ROD:
125 } 275 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 276 case BOW:
127 size+=strlen(buf); 277 case SKILL_TOOL:
128 } 278 case WEAPON:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 279 op->flag [FLAG_APPLIED] = false;
130 close_and_delete(fp, comp); 280 apply_special (ob, op, AP_APPLY);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 281 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 282 }
171 } 283
284 ob->update_stats ();
285 ns->floorbox_update ();
286
287 esrv_send_inventory (ob, ob);
288 esrv_add_spells (this, 0);
289
290 activate ();
291
292 send_rules (ob);
293 send_news (ob);
294 display_motd (ob);
295
296 INVOKE_PLAYER (CONNECT, this);
297 INVOKE_PLAYER (LOGIN, this);
298}
299
300void
301player::disconnect ()
302{
303 if (ns)
172 304 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 305 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 306 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}
180 307
181int playername_ok(const char *cp) { 308 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 309
185 for(;*cp!='\0';cp++) 310 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 311 ns->pl = 0;
187 return 0; 312 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 } 313 }
227 314
228 /* Clears basically the entire player structure except 315 if (ob)
229 * for next and socket. 316 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 317
318 deactivate ();
319}
320
321// the need for this function can be explained
322// by load_object not returning the object
323void
324player::set_object (object *op)
325{
326 ob = op;
327 ob->contr = this; /* this aren't yet in archetype */
328
329 ob->speed_left = 0.5f;
330 ob->speed = 1.0f;
331 ob->direction = 5; /* So player faces south */
332}
333
334player::player ()
335{
234 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 337 * we deal with that below this point.
236 */ 338 */
237 p->party=NULL; 339 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 342
243#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 344
245#endif 345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352}
353
354void
355player::do_destroy ()
356{
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
246 362 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 363 ob->destroy_inv (false);
364 ob->destroy ();
248 365 }
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} 366}
300 367
301 368player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 369{
305 strcpy(op->contr->maplevel, first_map_path); 370 /* Clear item stack */
306 op->x = -1; 371 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 372}
310 373
311/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
313 * mode. 376 * mode.
314 */ 377 */
378player *
379player::create ()
380{
381 player *pl = new player;
315 382
316int add_player(NewSocket *ns) { 383 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 384
319 p=get_player(NULL); 385 pl->ob->roll_stats ();
320 p->socket = *ns; 386 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 387 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 388
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); 389 set_first_map (pl->ob);
331 390
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; 391 return pl;
339} 392}
340 393
341/* 394/*
342 * get_player_archetype() return next player archetype from archetype 395 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 396 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 397 * Note: there MUST be at least one player archetype!
345 */ 398 */
399archetype *
346archetype *get_player_archetype(archetype* at) 400get_player_archetype (archetype *at)
347{ 401{
348 archetype *start = at; 402 archetype *start = at;
403
349 for (;;) { 404 for (;;)
405 {
350 if (at==NULL || at->next==NULL) 406 if (at == NULL || at->next == NULL)
351 at=first_archetype; 407 at = first_archetype;
352 else 408 else
353 at=at->next; 409 at = at->next;
410
354 if(at->clone.type==PLAYER) 411 if (at->clone.type == PLAYER)
355 return at; 412 return at;
413
356 if (at == start) { 414 if (at == start)
415 {
357 LOG (llevError, "No Player archetypes\n"); 416 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 417 exit (-1);
359 } 418 }
360 } 419 }
361} 420}
362 421
363 422object *
364object *get_nearest_player(object *mon) { 423get_nearest_player (object *mon)
424{
365 object *op = NULL; 425 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 426 objectlink *ol;
368 unsigned lastdist; 427 unsigned lastdist;
369 rv_vector rv; 428 rv_vector rv;
370 429
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 {
372 /* We should not find free objects on this friendly list, but it 432 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 433 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 434 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 435 * list is also free, so encapsulate this in a while loop.
376 */ 436 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 437 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438 {
378 object *tmp=ol->ob; 439 object *tmp = ol->ob;
379 440
380 /* Can't do much more other than log the fact, because the object 441 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 442 * itself will have been cleared.
382 */ 443 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
384 ol = ol->next; 446 ol = ol->next;
385 remove_friendly_object(tmp); 447 remove_friendly_object (tmp);
386 if (!ol) return op; 448 if (!ol)
387 } 449 return op;
450 }
388 451
389 /* Remove special check for player from this. First, it looks to cause 452 /* 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 453 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 454 * 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 455 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 456 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 457 * on_same_map check, as can_detect_enemy also does this
395 */ 458 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 459 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 460 continue;
398 461
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) { 462 if (lastdist > rv.distance)
408 op=pl->ob; 463 {
464 op = ol->ob;
409 lastdist=rv.distance; 465 lastdist = rv.distance;
466 }
410 } 467 }
411 } 468
412 } 469 for_all_players (pl)
470 if (can_detect_enemy (mon, pl->ob, &rv))
471 if (lastdist > rv.distance)
472 {
473 op = pl->ob;
474 lastdist = rv.distance;
475 }
476
413#if 0 477#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 479#endif
416 return op; 480 return op;
417} 481}
418 482
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 483/* 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 484 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 485 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 499 * 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 500 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 501 * is probably not a good thing.
438 */ 502 */
439#define MAX_SPACES 50 503#define MAX_SPACES 50
440
441 504
442/* 505/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 506 * 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 507 * 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 508 * 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. 521 * 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, 522 * 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 523 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 524 * is blocking itself.
462 */ 525 */
526int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 527path_to_player (object *mon, object *pl, unsigned mindiff)
528{
464 rv_vector rv; 529 rv_vector rv;
465 sint16 x,y; 530 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 531 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 532 maptile *m, *lastmap;
468 533
469 get_rangevector(mon, pl, &rv, 0); 534 get_rangevector (mon, pl, &rv, 0);
470 535
471 if (rv.distance<mindiff) return 0; 536 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; 537 return 0;
724}
725 538
726void confirm_password(object *op) { 539 x = mon->x;
540 y = mon->y;
541 m = mon->map;
542 dir = rv.direction;
543 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 545
728 op->contr->write_buf[0]='\0'; 546 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 547 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 548 return 0;
731}
732 549
550 while (diff > 1 && max > 0)
551 {
552 lastx = x;
553 lasty = y;
554 lastmap = m;
555 x = lastx + freearr_x[dir];
556 y = lasty + freearr_y[dir];
557
558 mflags = get_map_flags (m, &m, x, y, &x, &y);
559 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
560
561 /* Space is blocked - try changing direction a little */
562 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
563 && (m == mon->map && blocked_link (mon, m, x, y))))
564 {
565 /* recalculate direction from last good location. Possible
566 * we were not traversing ideal location before.
567 */
568 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
569 if (rv.direction != dir)
570 {
571 /* OK - says direction should be different - lets reset the
572 * the values so it will try again.
573 */
574 x = lastx;
575 y = lasty;
576 m = lastmap;
577 dir = firstdir = rv.direction;
578 }
579 else
580 {
581 /* direct path is blocked - try taking a side step to
582 * either the left or right.
583 * Note increase the values in the loop below to be
584 * more than -1/1 respectively will mean the monster takes
585 * bigger detour. Have to be careful about these values getting
586 * too big (3 or maybe 4 or higher) as the monster may just try
587 * stepping back and forth
588 */
589 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
590 {
591 if (i == 0)
592 continue; /* already did this, so skip it */
593 /* Use lastdir here - otherwise,
594 * since the direction that the creature should move in
595 * may change, you could get infinite loops.
596 * ie, player is northwest, but monster can only
597 * move west, so it does that. It goes some distance,
598 * gets blocked, finds that it should move north,
599 * can't do that, but now finds it can move east, and
600 * gets back to its original point. lastdir contains
601 * the last direction the creature has successfully
602 * moved.
603 */
604
605 x = lastx + freearr_x[absdir (lastdir + i)];
606 y = lasty + freearr_y[absdir (lastdir + i)];
607 m = lastmap;
608 mflags = get_map_flags (m, &m, x, y, &x, &y);
609 if (mflags & P_OUT_OF_MAP)
610 continue;
611 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
612 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
613 continue;
614 if (mflags & P_BLOCKSVIEW)
615 continue;
616
617 if (m == mon->map && blocked_link (mon, m, x, y))
618 break;
619 }
620 /* go through entire loop without finding a valid
621 * sidestep to take - thus, no valid path.
622 */
623 if (i == (DETOUR_AMOUNT + 1))
624 return 0;
625 diff--;
626 lastdir = dir;
627 max--;
628 if (!firstdir)
629 firstdir = dir + i;
630 } /* else check alternate directions */
631 } /* if blocked */
632 else
633 {
634 /* we moved towards creature, so diff is less */
635 diff--;
636 max--;
637 lastdir = dir;
638 if (!firstdir)
639 firstdir = dir;
640 }
641
642 if (diff <= 1)
643 {
644 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance.
646 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
649 }
650
651 if (diff > max)
652 return 0;
653 }
654
655 /* If we reached the max, didn't find a direction in time */
656 if (!max)
657 return 0;
658
659 return firstdir;
660}
661
662void
663give_initial_items (object *pl, treasurelist * items)
664{
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669
670 for (op = pl->inv; op; op = next)
671 {
672 next = op->below;
673
674 /* Forces get applied per default, unless they have the
675 * flag "neutral" set. Sorry but I can't think of a better way
676 */
677 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
678 SET_FLAG (op, FLAG_APPLIED);
679
680 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions
682 */
683 if (pl->type == PLAYER)
684 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
686 (op->type == ARMOUR || op->type == BOOTS ||
687 op->type == CLOAK || op->type == HELMET ||
688 op->type == SHIELD || op->type == GLOVES ||
689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
690 {
691 op->destroy ();
692 continue;
693 }
694 }
695
696 /* This really needs to be better - we should really give
697 * a substitute spellbook. The problem is that we don't really
698 * have a good idea what to replace it with (need something like
699 * a first level treasurelist for each skill.)
700 * remove duplicate skills also
701 */
702 if (op->type == SPELLBOOK || op->type == SKILL)
703 {
704 object *tmp;
705
706 for (tmp = op->below; tmp; tmp = tmp->below)
707 if (tmp->type == op->type && tmp->name == op->name)
708 break;
709
710 if (tmp)
711 {
712 op->destroy ();
713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
714 continue;
715 }
716
717 if (op->nrof > 1)
718 op->nrof = 1;
719 }
720
721 if (op->type == SPELLBOOK && op->inv)
722 {
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725
726 /* Give starting characters identified, uncursed, and undamned
727 * items. Just don't identify gold or silver, or it won't be
728 * merged properly.
729 */
730 if (need_identify (op))
731 {
732 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED);
735 }
736 if (op->type == SPELL)
737 {
738 op->destroy ();
739 continue;
740 }
741 else if (op->type == SKILL)
742 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0;
745 op->level = 1;
746 }
747 /* lock all 'normal items by default */
748 else
749 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */
751
752 /* Need to set up the skill pointers */
753 link_player_skills (pl);
754}
755
756void
733void get_party_password(object *op, partylist *party) { 757get_party_password (object *op, partylist *party)
758{
734 if (party == NULL) { 759 if (party == NULL)
760 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 762 return;
737 } 763 }
764
738 op->contr->write_buf[0]='\0'; 765 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 769}
743
744 770
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
772static int
746int roll_stat(void) { 773roll_stat (void)
774{
747 int a[4],i,j,k; 775 int a[4], i, j, k;
748 776
749 for(i=0;i<4;i++) 777 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 778 a[i] = (int) rndm (6) + 1;
751 779
752 for(i=0,j=0,k=7;i<4;i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 781 if (a[i] < k)
754 k=a[i],j=i; 782 k = a[i], j = i;
755 783
756 for(i=0,k=0;i<4;i++) { 784 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 785 if (i != j)
758 k+=a[i]; 786 k += a[i];
759 } 787
760 return k; 788 return k;
761} 789}
762 790
763void roll_stats(object *op) { 791void
792object::roll_stats ()
793{
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
764 int sum=0; 798 int sum = 0;
765 int i = 0, j = 0; 799 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 800 sum += statsort [i] = roll_stat ();
767 801
768 do { 802 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 803 break;
770 op->stats.Dex=roll_stat(); 804 }
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);
780 805
781 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 807 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;
789 808
790 /* a quick and dirty bubblesort? */ 809 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]; 810 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];
809 811
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; 812 stats.exp = 0;
821 op->stats.ac=0; 813 stats.ac = 0;
822 814
815 stats.hp = stats.maxhp;
816 stats.sp = stats.maxsp;
817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
823 op->contr->levhp[1] = 9; 821 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 822 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 823 contr->levgrace[1] = 3;
826 824
827 fix_player(op); 825 contr->orig_stats = stats;
826 }
827}
828
829void
830object::swap_stats (int a, int b)
831{
832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833
834 for (int i = 0; i < NUM_STATS; ++i)
835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
828 op->stats.hp = op->stats.maxhp; 845 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 846 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
831 op->contr->orig_stats=op->stats; 855 contr->orig_stats = stats;
856 }
832} 857}
833 858
834void Roll_Again(object *op) 859static void
860start_info (object *op)
835{ 861{
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]; 862 char buf[MAX_BUF];
844 863
845 if ( op->contr->Swap_First == -1 ) { 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
953 869
954/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
958 * not the class. 874 * not the class.
959 */ 875 */
960 876void
961int key_change_class(object *op, char key) 877player::chargen_race_done ()
962{ 878{
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 */ 879 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, ob, 0, 0, 0);
885
977 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, ob->contr);
979 888
980 op->contr->state=ST_PLAYING; 889 ob->contr->ns->state = ST_PLAYING;
981 890
982 if (op->msg) { 891 if (ob->msg)
983 free_string(op->msg); 892 ob->msg = 0;
984 op->msg=NULL;
985 }
986 893
987 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
988 * to save here. 895 * 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 */ 896 */
1029 897 {
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]; 898 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); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 900 make_path_to_file (buf);
1101 next = mp->next; 901 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 902
1103 delete_map(mp); 903 start_info (ob);
1104 } 904 CLEAR_FLAG (ob, FLAG_WIZ);
1105 905 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob);
908 ob->update_stats ();
909
910 /* This moves the player to a different start map, if there
911 * is one for this race
912 */
913 if (*first_map_ext_path)
1107 } 914 {
1108 play_again(op); 915 object *tmp;
1109 return 1; 916 char mapname[MAX_BUF];
1110}
1111 917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else
929 LOG (llevDebug, "first_map_ext_path not set\n");
930}
931
932void
933player::chargen_race_next ()
934{
935 /* Following actually changes the race - this is the default command
936 * if we don't match with one of the options above.
937 */
938
939 do
940 {
941 shstr name = ob->name;
942 int x = ob->x, y = ob->y;
943
944 ob->remove_statbonus ();
945 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob);
948 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name;
951 ob->x = x;
952 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name);
956 ob->add_statbonus ();
957 }
958 while (!allowed_class (ob));
959
960 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, ob, ob);
962 ob->update_stats ();
963 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0;
966}
967
968void
1112void flee_player(object *op) { 969flee_player (object *op)
970{
1113 int dir,diff; 971 int dir, diff;
1114 rv_vector rv; 972 rv_vector rv;
1115 973
1116 if(op->stats.hp < 0) { 974 if (op->stats.hp < 0)
975 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 976 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 977 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 978 return;
1120 } 979 }
1121 980
1122 if(op->enemy==NULL) { 981 if (op->enemy == NULL)
982 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 983 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 984 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 985 return;
1126 } 986 }
1127 987
1128 /* Seen some crashes here. Since we don't store an 988 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 989 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 990 * actual enemy, and the object is recycled.
1131 */ 991 */
1132 if (op->enemy->map == NULL) { 992 if (op->enemy->map == NULL)
993 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 995 op->enemy = NULL;
1135 return; 996 return;
1136 } 997 }
1137 998
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1139 op->enemy=NULL; 1001 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1003 return;
1142 } 1004 }
1005
1143 get_rangevector(op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1144 1007
1145 dir=absdir(4+rv.direction); 1008 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1009 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 } 1010 {
1011 int m = 1 - (RANDOM () & 2);
1012
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return;
1015 }
1016
1153 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1019 op->enemy = NULL;
1156} 1020}
1157
1158 1021
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1022/* 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 1023 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1024 * stop.
1162 */ 1025 */
1026int
1163int check_pick(object *op) { 1027check_pick (object *op)
1028{
1164 object *tmp, *next; 1029 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1030 int stop = 0;
1167 int j, k, wvratio; 1031 int wvratio;
1168 char putstring[128], tmpstr[16]; 1032 char putstring[128];
1169
1170 1033
1171 /* if you're flying, you cna't pick up anything */ 1034 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1035 if (op->move_type & MOVE_FLYING)
1173 return 1; 1036 return 1;
1174 1037
1175 op_tag = op->count;
1176
1177 next = op->below; 1038 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1039
1181 /* loop while there are items on the floor that are not marked as 1040 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1041 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1042 while (next && !next->destroyed ())
1184 { 1043 {
1185 tmp = next; 1044 tmp = next;
1186 next = tmp->below; 1045 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1046
1190 if (was_destroyed (op, op_tag)) 1047 if (op->destroyed ())
1191 return 0; 1048 return 0;
1192 1049
1193 if ( ! can_pick (op, tmp)) 1050 if (!can_pick (op, tmp))
1194 continue; 1051 continue;
1195 1052
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1054 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1055 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1056 pick_up (op, tmp);
1200 continue; 1057 continue;
1201 } 1058 }
1202 1059
1203 /* high not bit set? We're using the old autopickup model */ 1060 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1061 if (!(op->contr->mode & PU_NEWMODE))
1062 {
1205 switch (op->contr->mode) { 1063 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1064 {
1207 case 1: pick_up (op, tmp); 1065 case 0:
1208 return 1; 1066 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1067 case 1:
1210 return 0; 1068 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1069 return 1;
1212 case 4: pick_up (op, tmp); 1070 case 2:
1213 break; 1071 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1072 return 0;
1215 stop = 1; 1073 case 3:
1216 break; 1074 return 0; /* stop before pickup */
1217 case 6: 1075 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1076 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1077 break;
1220 pick_up(op, tmp); 1078 case 5:
1221 break; 1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1222 1086
1223 case 7: 1087 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1088 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1089 pick_up (op, tmp);
1226 break; 1090 break;
1227 1091
1228 default: 1092 default:
1229 /* use value density */ 1093 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1096 pick_up (op, tmp);
1233 >= op->contr->mode) 1097 }
1234 pick_up(op,tmp); 1098 }
1235 } 1099 else
1236 } 1100 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1101 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1102 if (op->contr->mode & PU_DEBUG)
1240 { 1103 {
1241 /* some debugging code to figure out item information */ 1104 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1105 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1107 &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)))); 1108 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1110 &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)))); 1111
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1251 1114
1252 sprintf(putstring,"...flags: "); 1115 /* philosophy:
1253 for(k=0;k<4;k++) 1116 * It's easy to grab an item type from a pile, as long as it's
1254 { 1117 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1118 * and selections, select-items should be used. This is a
1256 { 1119 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1120 * example.
1258 { 1121 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1122 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1123 * convert to decimal and then 'pickup <#>
1261 } 1124 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue;
1151
1152 /* ignore known cursed objects */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1154 continue;
1155
1156 /* all food and drink if desired */
1157 /* question: don't pick up known-poisonous stuff? */
1158 if (op->contr->mode & PU_FOOD)
1159 if (tmp->type == FOOD)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_DRINK)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_POTION)
1173 if (tmp->type == POTION)
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL)
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 {
1219 if (tmp->type == MONEY || tmp->type == GEM)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1266#if 0 1351#if 0
1267 /* print the flags too */ 1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1353 if (tmp->name != NULL)
1269 { 1354 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1355 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1356 }
1272 { 1357 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1358 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1359 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1360 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 1361#endif
1362 continue;
1363 }
1364 }
1365 } /* the new pickup model */
1279 } 1366 }
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 1367
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; 1368 return !stop;
1443} 1369}
1444 1370
1445/* 1371/*
1446 * Find an arrow in the inventory and after that 1372 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1373 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1374 * found object is returned.
1449 */ 1375 */
1376object *
1450object *find_arrow(object *op, const char *type) 1377find_arrow (object *op, const char *type)
1451{ 1378{
1452 object *tmp = NULL; 1379 object *tmp = 0;
1453 1380
1454 for(op=op->inv; op; op=op->below) 1381 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1382 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); 1383 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1384 else if (op->type == ARROW && op->race == type)
1459 return op; 1385 return op;
1386
1460 return tmp; 1387 return tmp;
1461} 1388}
1462 1389
1463/* 1390/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * 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 1392 * 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 1393 * 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. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1395 */
1469 1396object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1397find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1398{
1472 object *tmp = NULL, *arrow, *ntmp; 1399 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1400 int attacknum, attacktype, betterby = 0, i;
1474 1401
1475 if (!type) 1402 if (!type)
1476 return NULL; 1403 return NULL;
1477 1404
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1405 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1406 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1408 {
1409 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1410 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1411 if (i > betterby)
1484 tmp = ntmp; 1412 {
1485 betterby = i; 1413 tmp = ntmp;
1486 } 1414 betterby = i;
1415 }
1416 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1417 else if (arrow->type == ARROW && arrow->race == type)
1418 {
1488 /* allways prefer assasination/slaying */ 1419 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1421 {
1491 if (arrow->attacktype & AT_DEATH) { 1422 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1423 {
1493 return arrow; 1424 *better = 100;
1494 } else { 1425 return arrow;
1495 tmp = arrow; 1426 }
1427 else
1428 {
1429 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1430 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1431 }
1498 } else { 1432 }
1433 else
1434 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 {
1500 attacktype = 1<<attacknum; 1437 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1438 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) { 1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1440 {
1441 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1443 }
1506 } 1444 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1446 {
1447 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1448 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1449 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1451 {
1452 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1453 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1454 }
1455 }
1456 }
1515 } 1457 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1458 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1459 return find_arrow (op, type);
1520 1460
1521 *better = betterby; 1461 *better = betterby;
1522 return tmp; 1462 return tmp;
1523} 1463}
1524 1464
1525/* looks in a given direction, finds the first valid target, and calls 1465/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1466 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1467 * op = the shooter
1528 * type = bow->race 1468 * type = bow->race
1529 * dir = fire direction 1469 * dir = fire direction
1530 */ 1470 */
1531 1471object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1472pick_arrow_target (object *op, const char *type, int dir)
1533{ 1473{
1534 object *tmp = NULL; 1474 object *tmp = NULL;
1535 mapstruct *m; 1475 maptile *m;
1536 int i, mflags, found, number; 1476 int i, mflags, found, number;
1537 sint16 x, y; 1477 sint16 x, y;
1538 1478
1539 if (op->map == NULL) 1479 if (op->map == NULL)
1540 return find_arrow(op, type); 1480 return find_arrow (op, type);
1541 1481
1542 /* do a dex check */ 1482 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1483 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))) 1484 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1485 return find_arrow (op, type);
1546 1486
1547 m = op->map; 1487 m = op->map;
1548 x = op->x; 1488 x = op->x;
1549 y = op->y; 1489 y = op->y;
1550 1490
1551 /* find the first target */ 1491 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1492 for (i = 0, found = 0; i < 20; i++)
1493 {
1553 x += freearr_x[dir]; 1494 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1495 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1496 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 {
1557 tmp = NULL; 1499 tmp = NULL;
1558 break; 1500 break;
1501 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1505 * perhaps a bad assumption.
1562 */ 1506 */
1563 tmp = NULL; 1507 tmp = NULL;
1564 break; 1508 break;
1565 } 1509 }
1566 if (mflags & P_IS_ALIVE) { 1510 if (mflags & P_IS_ALIVE)
1511 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1513 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1514 {
1570 break; 1515 found++;
1571 } 1516 break;
1517 }
1572 if (found) 1518 if (found)
1573 break; 1519 break;
1574 } 1520 }
1575 } 1521 }
1576 if (tmp == NULL) 1522 if (tmp == NULL)
1577 return find_arrow(op, type); 1523 return find_arrow (op, type);
1578 1524
1579 if (tmp->head) 1525 if (tmp->head)
1580 tmp = tmp->head; 1526 tmp = tmp->head;
1581 1527
1582 return find_better_arrow(op, tmp, type, &i); 1528 return find_better_arrow (op, tmp, type, &i);
1583} 1529}
1584 1530
1585/* 1531/*
1586 * Creature fires a bow - op can be monster or player. Returns 1532 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1533 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1536 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1537 * 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 1538 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1539 * player fire modes.
1594 */ 1540 */
1541int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1543{
1598 object *left, *bow; 1544 object *left, *bow;
1599 tag_t left_tag, tag; 1545 int mflags;
1600 int bowspeed, mflags; 1546 maptile *m;
1601 mapstruct *m;
1602 1547
1603 if (!dir) { 1548 if (!dir)
1549 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1551 return 0;
1552 }
1553
1554 if (op->contr)
1555 bow = op->current_weapon;
1556 else
1606 } 1557 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1558 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1559 /* 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. 1560 * don't need to switch back and forth between bows and weapons.
1613 */ 1561 */
1614 if(bow->type==BOW) 1562 if (bow->type == BOW)
1615 break; 1563 break;
1616 1564
1617 if (!bow) { 1565 if (!bow)
1566 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1568 return 0;
1620 } 1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1621 } 1578 }
1579
1622 if( !bow->race || !bow->skill) { 1580 if (!bow->race || !bow->skill)
1581 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1583 return 0;
1625 } 1584 }
1626 1585
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1637 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1593 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1643 return 0; 1596 return 0;
1644 } 1597 }
1645 } 1598 }
1599
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1601 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1602 return 0;
1649 } 1603
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1607 return 0;
1653 } 1608 }
1654 1609
1655 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1611 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1612 {
1613 arrow->destroy ();
1614 return 0;
1615 }
1661 1616
1662 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1619 if (!arrow)
1620 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1622 return 0;
1668 return 0;
1669 } 1623 }
1670 set_owner(arrow, op); 1624
1671 if (arrow->skill) free_string(arrow->skill); 1625 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1626 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1627 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1628
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 */ 1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1630 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1631 arrow->stats.grace = arrow->attacktype;
1632
1687 if (arrow->slaying != NULL) 1633 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1634 arrow->spellarg = strdup (arrow->slaying);
1689 1635
1690 /* Note that this was different for monsters - they got their level 1636 if (player *pl = op->contr)
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
1693 1637 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1638 if (!pl->has_hit)
1695 0 : dam_bonus[op->stats.Str]) + 1639 {
1696 bow->stats.dam + bow->magic + arrow->magic; 1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643#if 0
1644 float speed = pl->weapon_sp;
1697 1645
1646 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f;
1649 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651
1652 op->speed_left += speed - op->speed;
1653#endif
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
1783 1755
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
1786 */ 1758 */
1759void
1787void fire_misc_object(object *op, int dir) 1760fire_misc_object (object *op, int dir)
1788{ 1761{
1789 object *item; 1762 object *item = op->contr->ranged_ob;
1790 1763
1791 if (!op->contr->ranges[range_misc]) { 1764 if (!item)
1765 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1767 return;
1794 } 1768 }
1795 1769
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1770 if (!item->inv)
1771 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1773 return;
1800 } 1774 }
1801 if (item->type == WAND) { 1775
1802 if(item->stats.food<=0) { 1776 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; 1777 return;
1806 } 1778
1779 if (item->type == WAND)
1780 {
1781 if (item->stats.food <= 0)
1782 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
1786 return;
1787 }
1788 }
1807 } else if (item->type == ROD || item->type==HORN) { 1789 else if (item->type == ROD || item->type == HORN)
1790 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1792 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
1810 if (item->type== ROD) 1795 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1796 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)); 1797 else
1813 else 1798 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, 1799
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1800 return;
1817 } 1801 }
1818 } 1802 }
1819 1803
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1804 if (cast_spell (op, item, dir, item->inv, NULL))
1805 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1806 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1807 if (item->type == WAND)
1808 {
1823 if (!(--item->stats.food)) { 1809 if (!(--item->stats.food))
1824 object *tmp; 1810 {
1825 if (item->arch) { 1811 object *tmp;
1812
1813 if (item->arch)
1814 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1815 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1816 item->face = item->arch->clone.face;
1828 item->speed = 0; 1817 item->set_speed (0);
1829 update_ob_speed(item); 1818 }
1830 } 1819
1831 if ((tmp=is_player_inv(item))) 1820 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1821 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1822 }
1834 } 1823 }
1835 else if (item->type == ROD || item->type==HORN) { 1824 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1825 drain_rod_charge (item);
1837 }
1838 } 1826 }
1839} 1827}
1840 1828
1841/* Received a fire command for the player - go and do it. 1829/* Received a fire command for the player - go and do it.
1842 */ 1830 */
1831void
1843void fire(object *op,int dir) { 1832fire (object *op, int dir)
1833{
1844 int spellcost=0; 1834 int spellcost = 0;
1845 1835
1846 /* check for loss of invisiblity/hide */ 1836 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1837 if (action_makes_visible (op))
1838 make_visible (op);
1848 1839
1849 switch(op->contr->shoottype) { 1840 player *pl = op->contr;
1850 case range_none: 1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return; 1851 return;
1852 1852
1853 case range_bow: 1853 if (!op->change_weapon (ob))
1854 player_fire_bow(op, dir);
1855 return; 1854 return;
1856 1855
1857 case range_magic: /* Casting spells */ 1856 switch (ob->type)
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1857 {
1859 return; 1858 case BOW:
1859 player_fire_bow (op, dir);
1860 break;
1860 1861
1861 case range_misc: 1862 case SPELL:
1862 fire_misc_object(op, dir); 1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1863 return; 1864 break;
1864 1865
1865 case range_golem: /* Control summoned monsters from scrolls */ 1866 case BUILDER:
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 ); 1867 apply_map_builder (op, dir);
1886 return; 1868 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1893 1873
1874 default:
1875 fire_misc_object (op, dir);
1876 break;
1877 }
1878}
1894 1879
1895/* find_key 1880/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1885 * pl is the player,
1901 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1904 */ 1889 */
1905 1890object *
1906object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1907{ 1892{
1908 object *tmp,*key; 1893 object *tmp, *key;
1909 1894
1910 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1896 if (!container->inv)
1897 return 0;
1912 1898
1913 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1916 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1918 */ 1906 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1908 break;
1921 } 1909 }
1910
1922 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1914 * a key, return
1926 */ 1915 */
1927 if (!tmp) { 1916 if (!tmp)
1917 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1929 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1922 {
1923 if ((key = find_key (pl, tmp, door)))
1924 return key;
1925 }
1926 }
1927
1928 if (!tmp)
1929 return NULL;
1932 } 1930 }
1933 } 1931
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1933 * see if we actually want to use it
1938 */ 1934 */
1939 if (pl!=container) { 1935 if (pl != container)
1936 {
1940 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1942 /* cases where this fails: 1940 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1942 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1946 * containers can be used. 1944 * containers can be used.
1947 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1951 * 1949 *
1952 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1953 * all the others. 1951 * all the others.
1954 */ 1952 */
1955 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1956 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1959 return NULL;
1964 } 1960 }
1965 } 1961 }
1962
1966 return tmp; 1963 return tmp;
1967} 1964}
1968 1965
1969/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1968 * such that the caller should not do anything more,
1972 * 0 otherwise 1969 * 0 otherwise
1973 */ 1970 */
1971static int
1974static int player_attack_door(object *op, object *door) 1972player_attack_door (object *op, object *door)
1975{ 1973{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1980 */ 1977 */
1981 object *key=find_key(op, op, door); 1978 object *key = find_key (op, op, door);
1982 1979
1983 /* IF we found a key, do some extra work */ 1980 /* IF we found a key, do some extra work */
1984 if (key) { 1981 if (key)
1982 {
1985 object *container=key->env; 1983 object *container = key->env;
1986 1984
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1986
1987 if (action_makes_visible (op))
1988 make_visible (op);
1989
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op);
1992
1990 if (door->type == DOOR) { 1993 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1996 {
1995 "You open the door with the %s", query_short_name(key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1999 }
2000
1998 /* Do this after we print the message */ 2001 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
2001 if (container != op) 2004 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2003 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2008 }
2004 } else if (door->type==LOCKED_DOOR) { 2009 else if (door->type == LOCKED_DOOR)
2010 {
2005 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2013 return 1;
2008 } 2014 }
2015
2009 return 0; 2016 return 0;
2010} 2017}
2011 2018
2012/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2017 */ 2024 */
2018 2025void
2019void move_player_attack(object *op, int dir) 2026move_player_attack (object *op, int dir)
2020{ 2027{
2021 object *tmp, *mon; 2028 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2029 int on_battleground;
2024 mapstruct *m; 2030 maptile *m;
2025 2031
2026 nx=freearr_x[dir]+op->x; 2032 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2033 sint16 ny = freearr_y[dir] + op->y;
2028 2034
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2035 on_battleground = op_on_battleground (op, 0, 0);
2030 2036
2031 /* If braced, or can't move to the square, and it is not out of the 2037 /* 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 2038 * 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 2039 * 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 2040 * 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 2041 * 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 2042 * 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 2043 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2044 * move_ob uses.
2039 */ 2045 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2046 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 2047 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2048 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");*/ 2049 {
2050 m = op->map->xy_find (nx, ny);
2051 if (!m)
2052 return; /* Don't think this should happen */
2053 }
2054 else
2055 m = op->map;
2056
2057 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2058 return;
2050 }
2051 2059
2052 mon = NULL; 2060 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2061 /* 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. 2062 * 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 2063 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2064 * on the space
2057 */ 2065 */
2058 while (tmp!=NULL) { 2066 while (tmp)
2067 {
2059 if (tmp == op) { 2068 if (tmp == op)
2060 tmp=tmp->above; 2069 {
2061 continue; 2070 tmp = tmp->above;
2062 } 2071 continue;
2072 }
2073
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2074 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2075 {
2065 break; 2076 mon = tmp;
2066 } 2077 break;
2078 }
2079
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2080 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2081 mon = tmp;
2082
2069 tmp=tmp->above; 2083 tmp = tmp->above;
2070 } 2084 }
2071 2085
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2086 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2087 return; /* into a wall */
2074 2088
2075 if(mon->head != NULL) 2089 if (mon->head)
2076 mon = mon->head; 2090 mon = mon->head;
2077 2091
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2092 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2093 if (player_attack_door (op, mon))
2094 return;
2080 2095
2081 /* The following deals with possibly attacking peaceful 2096 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2097 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2098 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2099 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2100 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2101 * and thus will not push them.
2087 */ 2102 */
2088 2103
2089 /* If the creature is a pet, push it even if the player is not 2104 /* 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 2105 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2106 * player owns it and it is either friendly or unagressive.
2092 */ 2107 */
2093 if ((op->type==PLAYER) 2108 if (op->type == PLAYER
2094#if COZY_SERVER 2109 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2110 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2111 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2113 {
2106 /* If we're braced, we don't want to switch places with it */ 2114 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2115 if (op->contr->braced)
2116 return;
2117
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2119 push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2120 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op);
2122
2111 return; 2123 return;
2112 } 2124 }
2113 2125
2114 /* in certain circumstances, you shouldn't attack friendly 2126 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2127 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2128 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2129 * attack them either.
2118 */ 2130 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2131 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2132 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful && 2133 && ((op->contr->peaceful
2126#endif 2134 || (mon->type == PLAYER && mon->contr->peaceful))
2127 !on_battleground 2135 && !on_battleground))
2136 {
2137 if (!op->contr->braced)
2128 )) { 2138 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2140 push_ob (mon, dir, op);
2132 } else { 2141 }
2142 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2143 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2144
2145 if (op->contr->tmp_invis || op->hide)
2146 make_visible (op);
2147 }
2148
2138 /* If the object is a boulder or other rollable object, then 2149 /* 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. 2150 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2151 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2142 recursive_roll(mon,dir,op); 2154 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2155 if (action_makes_visible (op))
2144 } 2156 make_visible (op);
2157 }
2145 2158
2146 /* Any generic living creature. Including things like doors. 2159 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2160 * 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: 2161 * 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 2162 * 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. 2163 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2164 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2165 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2166 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2167 {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) { 2168 if (!op->contr->has_hit)
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2169 {
2170 op->contr->has_hit = 1;
2171 op->speed_left += op->contr->weapon_speed () - op->speed;
2172 }
2164 2173
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL); 2174 skill_attack (mon, op, 0, 0, 0);
2169 2175
2170 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2178 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2179 * the wiz.
2174 */ 2180 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2181 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)) { 2182 {
2177 short luck = mon->stats.luck; 2183 short luck = mon->stats.luck;
2184
2178 mon->contr->has_hit = 1; 2185 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2186 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2187 mon->stats.luck = luck;
2181 } 2188 }
2182 if(action_makes_visible(op)) make_visible(op); 2189
2183 } 2190 if (action_makes_visible (op))
2191 make_visible (op);
2192 }
2184 } /* if player should attack something */ 2193 } /* if player should attack something */
2185} 2194}
2186 2195
2196int
2187int move_player(object *op,int dir) { 2197move_player (object *op, int dir)
2198{
2188 int pick; 2199 int pick;
2189 2200
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2201 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; 2202 return 0;
2203
2204 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9))
2206 {
2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2208 return 0;
2209 }
2210
2211 /* peterm: added following line */
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214
2215 op->facing = dir;
2216
2217 if (op->hide)
2218 do_hidden_move (op);
2219
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ;
2222 else if (op->contr->fire_on)
2223 fire (op, dir);
2224 else
2225 {
2226 move_player_attack (op, dir);
2227 pick = check_pick (op);
2228 }
2229
2230 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing.
2232 */
2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2234 op->direction = dir;
2235 else
2236 op->direction = 0;
2237
2238 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities
2240 * for players.
2241 */
2242 animate_object (op, op->facing);
2243 return 0;
2229} 2244}
2230 2245
2231/* This is similar to handle_player, below, but is only used by the 2246/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2247 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2248 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2249 * the new speed values for commands.
2235 * 2250 *
2236 * Returns true if there are more actions we can do. 2251 * Returns true if there are more actions we can do.
2237 */ 2252 */
2253int
2238int handle_newcs_player(object *op) 2254handle_newcs_player (object *op)
2239{ 2255{
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)) { 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 {
2257 flee_player(op); 2258 flee_player (op);
2259
2258 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2261 if (op->flag [FLAG_SCARED])
2260 op->speed_left--; 2262 {
2263 --op->speed_left;
2261 return 0; 2264 return 0;
2262 } 2265 }
2263 } 2266 }
2264 2267
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 2268 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2270 * called, so we recheck it here.
2280 */ 2271 */
2281 HandleClient(&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2273 return 1;
2283 2274
2275 if (op->speed_left > 0.f)
2276 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2285 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2280 --op->speed_left;
2287 2281
2288 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2291 */ 2285 */
2292 move_player(op, op->direction); 2286 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2287
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2294 else return 0; 2292 return 0;
2295 } 2293}
2294
2295int
2296save_life (object *op)
2297{
2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2299 return 0;
2297}
2298 2300
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) 2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2306
2310 query_name(tmp));
2311 if (op->contr) 2307 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2308 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2309
2314 free_object(tmp); 2310 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312
2316 if(op->stats.hp<0) 2313 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2314 op->stats.hp = op->stats.maxhp;
2315
2318 if(op->stats.food<0) 2316 if (op->stats.food < 0)
2319 op->stats.food = 999; 2317 op->stats.food = 999;
2320 fix_player(op); 2318
2319 op->update_stats ();
2321 return 1; 2320 return 1;
2322 } 2321 }
2322
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2325 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2326 return 0;
2327} 2327}
2328 2328
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2329/* 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 2330 * 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 2331 * function will descend into containers. op is the object to start the search
2332 * from. 2332 * from.
2333 */ 2333 */
2334void
2334void remove_unpaid_objects(object *op, object *env) 2335remove_unpaid_objects (object *op, object *env)
2335{ 2336{
2336 object *next;
2337
2338 while (op) { 2337 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2338 {
2340 * we remove object 'op' 2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2340
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2342 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2343 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2344 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 2345
2346 op->insert_at (env);
2347 }
2348 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env);
2350
2351 op = next;
2352 }
2353}
2355 2354
2356/* 2355/*
2357 * Returns pointer a static string containing gravestone text 2356 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2357 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2358 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2359 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2360 * but there isn't one in the server directory.
2362 */ 2361 */
2362char *
2363char *gravestone_text (object *op) 2363gravestone_text (object *op)
2364{ 2364{
2365 static char buf2[MAX_BUF]; 2365 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2367 time_t now = time (NULL);
2368 2368
2369 strcpy (buf2, " R.I.P.\n\n"); 2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2372 else
2373 sprintf (buf, "%s\n", op->name); 2373 sprintf (buf, "%s\n", &op->name);
2374
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2376 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2378 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2379 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2383 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2384 if (op->type == PLAYER)
2385 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2388 strcat (buf2, buf);
2386 } 2389 }
2390
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2393 strcat (buf2, buf);
2394
2390 return buf2; 2395 return buf2;
2391} 2396}
2392 2397
2393 2398void
2394
2395void do_some_living(object *op) { 2399do_some_living (object *op)
2400{
2396 int last_food=op->stats.food; 2401 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2402 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2403 int over_hp, over_sp, over_grace;
2399 int i; 2404 int i;
2400 int rate_hp = 1200; 2405 int rate_hp = 1200;
2401 int rate_sp = 2500; 2406 int rate_sp = 2500;
2402 int rate_grace = 2000; 2407 int rate_grace = 2000;
2403 const int max_hp = 1; 2408 const int max_hp = 1;
2404 const int max_sp = 1; 2409 const int max_sp = 1;
2405 const int max_grace = 1; 2410 const int max_grace = 1;
2406 2411
2407 if (op->contr->outputs_sync) { 2412 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2413 {
2409 if (op->contr->outputs[i].buf!=NULL && 2414 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2415 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2412 } 2421 }
2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423 {
2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2429 }
2413 2430
2414 if(op->contr->state==ST_PLAYING) { 2431 if (op->contr->ns->state == ST_PLAYING)
2415 2432 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2433 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2434 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 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) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
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
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 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;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
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
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529
2530 if(op->contr->gen_hp > 0) 2435 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2437 else
2438 {
2439 gen_hp = op->stats.maxhp;
2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2441 }
2442
2443 if (op->contr->gen_sp >= 0)
2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2445 else
2446 {
2447 gen_sp = op->stats.maxsp;
2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2449 }
2450
2451 if (op->contr->gen_grace >= 0)
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else
2454 {
2455 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457 }
2458
2459 /* Regenerate Spell Points */
2460 if (!op->contr->golem && --op->last_sp < 0)
2461 {
2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2468 {
2469 op->stats.food--;
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0)
2504 {
2505 if (op->stats.grace < op->stats.maxgrace / 2)
2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2508 if (max_grace > 1)
2509 {
2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2511 if (over_grace > 0)
2512 {
2513 op->stats.sp += over_grace
2514 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2515 op->last_grace = 0;
2516 }
2517 else
2518 {
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 }
2521 }
2522 else
2523 {
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 }
2526 /* wearing stuff doesn't detract from grace generation. */
2527 }
2528
2529 /* Regenerate Hit Points */
2530 if (--op->last_heal < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 {
2534 op->stats.hp++;
2535 /* dms do not consume food */
2536 if (!QUERY_FLAG (op, FLAG_WIZ))
2537 {
2538 op->stats.food--;
2539 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food;
2543 }
2544 }
2545
2546 if (max_hp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2552 op->last_heal = 0;
2553 }
2554 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 }
2558 }
2559 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 }
2563 }
2564
2565 /* Digestion */
2566 if (--op->last_eat < 0)
2567 {
2568 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2569
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2534 /* dms do not consume food */ 2575 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2577 op->stats.food--;
2537 } 2578 }
2538 2579
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2581 {
2582 object *tmp, *flesh = 0;
2541 2583
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2585 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2587 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2591 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2593 break;
2549 } 2594 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2595 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2596 flesh = tmp;
2552 } /* end of for loop */ 2597 } /* End if paid for object */
2598 } /* end of for loop */
2599
2553 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2601 * eat flesh instead.
2555 */ 2602 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2606 manual_apply (op, flesh, 0);
2559 } 2607 }
2560 } /* end if player is starving */ 2608 }
2561 2609
2562 while(op->stats.food<0&&op->stats.hp>0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2564 2612
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2614 kill_player (op);
2615 }
2567} 2616}
2568
2569
2570 2617
2571/* If the player should die (lack of hp, food, etc), we call this. 2618/* 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 2619 * 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 2620 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2621 * file.
2575 */ 2622 */
2623void
2576void kill_player(object *op) 2624kill_player (object *op)
2577{ 2625{
2578 char buf[MAX_BUF]; 2626 char buf[MAX_BUF];
2579 int x,y,i; 2627 int x, y;
2628
2629 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2630 maptile *map; /* this is for resurrection */
2631
2581 int z; 2632 /* int z;
2582 int num_stats_lose; 2633 int num_stats_lose;
2583 int lost_a_stat; 2634 int lost_a_stat;
2584 int lose_this_stat; 2635 int lose_this_stat;
2585 int this_stat; 2636 int this_stat; */
2586 int will_kill_again; 2637 int will_kill_again;
2587 archetype *at; 2638 archetype *at;
2588 object *tmp; 2639 object *tmp;
2589 2640
2590 if(save_life(op)) 2641 if (save_life (op))
2591 return; 2642 return;
2592 2643
2593 2644
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2645 /* 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. 2646 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2647 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2648 */
2598 if (op_on_battleground(op, &x, &y)) { 2649 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2650 {
2600 "You have been defeated in combat!"); 2651 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, 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2653
2603
2604 /* restore player */ 2654 /* restore player */
2605 at = find_archetype("poisoning"); 2655 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2657 {
2608 remove_ob(tmp); 2658 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2660 }
2612 2661
2613 at = find_archetype("confusion"); 2662 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2664 {
2616 remove_ob(tmp); 2665 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2667 }
2620 2668
2621 cure_disease(op,0); /* remove any disease */ 2669 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2671 if (op->stats.food <= 0)
2624 2672 op->stats.food = 999;
2673
2625 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2676 {
2629 sprintf(buf,"%s's finger",op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2678 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2682 tmp->msg = buf;
2635 tmp->msg=add_string(buf); 2683 tmp->value = 0, tmp->type = 0;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2684 tmp->materialname = "organics";
2637 tmp->materialname = NULL; 2685 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 2686 }
2687
2642 /* teleport defeated player to new destination*/ 2688 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2690 op->contr->braced = 0;
2645 return; 2691 return;
2646 } 2692 }
2647 2693
2648 INVOKE_PLAYER (DEATH, op->contr); 2694 INVOKE_PLAYER (DEATH, op->contr);
2649 2695
2650 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2651 2697
2652 if(op->stats.food<0) { 2698 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2699 {
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); 2700 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2701 strcpy (op->contr->killer, "starvation");
2661 } 2702 }
2662 else { 2703 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); 2704 sprintf (buf, "%s died.", &op->name);
2670 } 2705
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2707
2673 /* save the map location for corpse, gravestone*/ 2708 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2709 x = op->x;
2710 y = op->y;
2711 map = op->map;
2675 2712
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2714 * 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. 2715 * See the config.h file for a little more in depth detail about this.
2681 */ 2716 */
2682 2717
2683 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2720 * of death.
2686 */ 2721 */
2687#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2723 if (settings.balanced_stat_loss)
2724 {
2689 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2727 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2730 little bit harder. */
2695 /* GD */ 2731 /* GD */
2696 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2733 num_stats_lose = 1;
2698 else 2734 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2736 }
2737 else
2701 num_stats_lose = 1; 2738 num_stats_lose = 1;
2702 } 2739
2703 lost_a_stat = 0; 2740 lost_a_stat = 0;
2704 2741
2705 for (z=0; z<num_stats_lose; z++) { 2742 for (z = 0; z < num_stats_lose; z++)
2743 {
2706 i = RANDOM() % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
2707 2745
2708 if (settings.stat_loss_on_death) { 2746 if (settings.stat_loss_on_death)
2747 {
2709 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2749 * what he lost.
2711 */ 2750 */
2712 change_attr_value(&(op->stats), i,-1); 2751 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2752 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2756 lost_a_stat = 1;
2718 } else { 2757 }
2758 else
2759 {
2719 /* deplete a stat */ 2760 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2761 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2722 2766 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2767 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2768 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 2769 }
2756 if (lose_this_stat) { 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
2772 {
2773 /* GD */
2774 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2775 this_stat = get_attr_value (&(dep->stats), i);
2776 if (this_stat < 0)
2777 {
2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2779 int keep_chance = this_stat * this_stat;
2780
2781 /* Yes, I am paranoid. Sue me. */
2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2787 {
2788 lose_this_stat = 0;
2789 /* Take loss chance vs keep chance to see if we
2790 retain the stat. */
2791 }
2792 else
2793 {
2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
2799 }
2800 }
2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2806 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2807 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2808 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2809 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2810 * difference.
2763 */ 2811 */
2764 if (this_stat>=-50) { 2812 if (this_stat >= -50)
2813 {
2765 change_attr_value(&(dep->stats), i, -1); 2814 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2815 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2817 op->update_stats ();
2769 lost_a_stat = 1; 2818 lost_a_stat = 1;
2770 } 2819 }
2771 } 2820 }
2821 }
2772 } 2822 }
2773 }
2774 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2824 if (!lost_a_stat)
2776 { 2825 {
2777 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2827 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2828 const char *god = determine_god (op);
2829
2780 if (god && (strcmp(god, "none"))) 2830 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2831 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" 2832 else
2783 " you.", god); 2833 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 } 2834 }
2835#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2837#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 2838
2792 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2840 * exp loss on the stone.
2794 */ 2841 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2844 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2846 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2847 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" 2848 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; 2849 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2851
2809 /**************************************/ 2852 /**************************************/
2810 /* */ 2853 /* */
2811 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
2814 /* */ 2857 /* */
2815 /**************************************/ 2858 /**************************************/
2816 2859
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2860 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2861 /* restore player */
2819 at = find_archetype("poisoning"); 2862 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2863 tmp = present_arch_in_ob (at, op);
2864
2821 if (tmp) { 2865 if (tmp)
2822 remove_ob(tmp); 2866 {
2823 free_object(tmp); 2867 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2869 }
2826 2870
2827 at = find_archetype("confusion"); 2871 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2873 if (tmp)
2830 remove_ob(tmp); 2874 {
2831 free_object(tmp); 2875 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2877 }
2878
2834 cure_disease(op,0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
2835 2880
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2882 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2888
2843 /* 2889 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2890 * 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 2891 * and put them back in the map.
2846 * in the map. 2892 */
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); 2893 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2894
2857 /****************************************/ 2895 /****************************************/
2858 /* */ 2896 /* */
2859 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2861 /* */ 2899 /* */
2862 /****************************************/ 2900 /****************************************/
2863 2901
2864 enter_player_savebed(op); 2902 enter_player_savebed (op);
2865 2903
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2904 op->contr->braced = 0;
2870 save_player(op,1);
2871 2905
2872 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2909 * on the space that might harm the player.
2876 */ 2910 */
2877 will_kill_again=0; 2911 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
2881 } 2915
2882 if (will_kill_again) { 2916 if (will_kill_again)
2917 {
2883 object *force; 2918 object *force;
2884 int at; 2919 int at;
2885 2920
2886 force=get_archetype(FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2923 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2924 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2926 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2928 force->resist[at] = 100;
2894 } 2929
2895 insert_ob_in_ob(force, op); 2930 insert_ob_in_ob (force, op);
2896 fix_player(op); 2931 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2932
2933 }
2934
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2935 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} 2936}
2972 2937
2973 2938void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2939loot_object (object *op)
2940{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2941 object *tmp, *tmp2, *next;
2976 2942
2977 if (op->container) { /* close open sack first */ 2943 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2944
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2945 for (tmp = op->inv; tmp; tmp = next)
2946 {
2982 next=tmp->below; 2947 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2948
2984 remove_ob(tmp); 2949 if (tmp->invisible)
2950 continue;
2951
2952 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2954
2987 loot_object(tmp); 2955 if (tmp->type == CONTAINER)
2988 } 2956 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2957
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 {
2991 if(tmp->nrof>1) { 2960 if (tmp->nrof > 1)
2961 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2963 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2964 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 }
2966 else
2967 tmp->destroy ();
2968 }
2995 } else 2969 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2970 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2971 }
3000} 2972}
3001 2973
3002/* 2974/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2977 * was changed.
3006 */ 2978 */
3007 2979void
3008void fix_weight(void) { 2980fix_weight (void)
3009 player *pl; 2981{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2982 for_all_players (pl)
2983 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2985
3012 if(old == sum) 2986 if (old == sum)
3013 continue; 2987 continue;
3014 fix_player(pl->ob); 2988 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 2990 }
3018} 2991}
3019 2992
2993void
3020void fix_luck(void) { 2994fix_luck (void)
3021 player *pl; 2995{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2996 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2998 pl->ob->change_luck (0);
3025} 2999}
3026
3027 3000
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3031 */ 3004 */
3032
3033void 3005void
3034cast_dust (object * op, object * throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3035{ 3007{
3036 object *skop, *spob; 3008 object *skop, *spob;
3037 3009
3038 skop = find_skill_by_name (op, throw_ob->skill); 3010 skop = find_skill_by_name (op, throw_ob->skill);
3039 3011
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3012 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3013 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3014 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3015 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3016 return;
3046 } 3017 }
3047 3018
3048 spob = throw_ob->inv; 3019 spob = throw_ob->inv;
3049 3020
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3021 // 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 3022 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3023 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3024 if (!spob)
3054 { 3025 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3026 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; 3027 return;
3058 } 3028 }
3059 3029
3060 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3031 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3032
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3033 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3034
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3035 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3036}
3069 3037
3038void
3070void make_visible (object *op) { 3039make_visible (object *op)
3040{
3071 op->hide = 0; 3041 op->hide = 0;
3072 op->invisible = 0; 3042 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) 3043 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3044 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3045 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3046 op->contr->invis_race = 0;
3047 }
3048
3049 update_object (op, UP_OBJ_CHANGE);
3050}
3051
3052int
3053is_true_undead (object *op)
3054{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3056 return 1;
3057
3089 return 0; 3058 return 0;
3090} 3059}
3091 3060
3092/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3063 * indicate greater hideability.
3095 */ 3064 */
3096 3065
3066int
3097int hideability(object *ob) { 3067hideability (object *ob)
3068{
3098 int i,level=0, mflag; 3069 int i, level = 0, mflag;
3099 sint16 x,y; 3070 sint16 x, y;
3100 3071
3101 if(!ob||!ob->map) return 0; 3072 if (!ob || !ob->map)
3073 return 0;
3102 3074
3103 /* so, on normal lighted maps, its hard to hide */ 3075 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3076 level = ob->map->darkness - 2;
3105 3077
3106 /* this also picks up whether the object is glowing. 3078 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3079 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3080 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3081 if (has_carried_lights (ob))
3082 level = -(10 + (2 * ob->map->darkness));
3110 3083
3111 /* scan through all nearby squares for terrain to hide in */ 3084 /* 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]) { 3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3088 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue;
3091 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3093 level += 2;
3117 else /* open terrain! */ 3094 else /* open terrain! */
3118 level -= 1; 3095 level -= 1;
3119 } 3096 }
3120 3097
3121#if 0 3098#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3099 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3100#endif
3124 return level; 3101 return level;
3125} 3102}
3126 3103
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3104/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3105 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3106 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3107 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3108 */
3132 3109
3110void
3133void do_hidden_move (object *op) { 3111do_hidden_move (object *op)
3112{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3114 object *skop;
3136 3115
3137 if(!op || !op->map) return; 3116 if (!op || !op->map)
3117 return;
3138 3118
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3120
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3122 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3123 if (!skop || num >= skop->level)
3124 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3126 make_visible (op);
3146 return; 3127 return;
3147 } else num += 20;
3148 } 3128 }
3129 else
3130 num += 20;
3131
3149 num += op->map->difficulty; 3132 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3134 num -= hide;
3135
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 {
3153 make_visible(op); 3138 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3139 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3141 }
3157 else if (op->type == PLAYER && skop) { 3142 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3144}
3161 3145
3162/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3163 3147
3148int
3164int stand_near_hostile( object *who ) { 3149stand_near_hostile (object *who)
3150{
3165 object *tmp=NULL; 3151 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3152 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3153 maptile *m;
3168 sint16 x,y; 3154 sint16 x, y;
3169 3155
3170 if(!who) return 0; 3156 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; 3157 return 0;
3158
3159 if (who->type == PLAYER)
3160 player = 1;
3161
3162 else
3163 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3164
3165 /* search adjacent squares */
3166 for (i = 1; i < 9; i++)
3167 {
3168 x = who->x + freearr_x[i];
3169 y = who->y + freearr_y[i];
3170 m = who->map;
3171 mflags = get_map_flags (m, &m, x, y, &x, &y);
3172 /* space must be blocked if there is a monster. If not
3173 * blocked, don't need to check this space.
3174 */
3175 if (mflags & P_OUT_OF_MAP)
3176 continue;
3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3178 continue;
3179
3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3181 {
3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3183 return 1;
3184 else if (tmp->type == PLAYER)
3185 {
3186 /*don't let a hidden DM prevent you from hiding */
3187 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3188 return 1;
3189 }
3190 }
3191 }
3192 return 0;
3200} 3193}
3201 3194
3202/* check the player los field for viewability of the 3195/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3196 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3197 * 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. 3204 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3205 * -b.t.
3213 * This function is now map tiling safe. 3206 * This function is now map tiling safe.
3214 */ 3207 */
3215 3208
3209int
3216int player_can_view (object *pl,object *op) { 3210player_can_view (object *pl, object *op)
3211{
3217 rv_vector rv; 3212 rv_vector rv;
3218 int dx,dy; 3213 int dx, dy;
3219 3214
3220 if(pl->type!=PLAYER) { 3215 if (pl->type != PLAYER)
3216 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3217 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; 3218 return -1;
3247 op = op->more;
3248 } 3219 }
3220
3221 if (!pl || !op)
3249 return 0; 3222 return 0;
3223
3224 op = op->head_ ();
3225
3226 get_rangevector (pl, op, &rv, 0x1);
3227
3228 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any
3230 * part that is in the los array but isnt on
3231 * a blocked los square.
3232 * we use the archetype to figure out offsets.
3233 */
3234 while (op)
3235 {
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->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1;
3247 op = op->more;
3248 }
3249 return 0;
3250} 3250}
3251 3251
3252/* routine for both players and monsters. We call this when 3252/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3253 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3254 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3255 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3256 * return 0.
3257 */ 3257 */
3258int
3258int action_makes_visible (object *op) { 3259action_makes_visible (object *op)
3260{
3259 3261
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3265 return 0;
3263 3266
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3265 3269
3266 /* If monsters, they should become visible */ 3270 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3274 return 1;
3270 } 3275 }
3271 } 3276 }
3272 return 0; 3277 return 0;
3273} 3278}
3274 3279
3275/* op_on_battleground - checks if the given object op (usually 3280/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3281 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3282 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3283 * -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 3284 * 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 3285 * 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 3286 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3287 */
3288int
3283int op_on_battleground (object *op, int *x, int *y) { 3289op_on_battleground (object *op, int *x, int *y)
3290{
3284 object *tmp; 3291 object *tmp;
3285 3292
3286 /* A battleground-tile needs the following attributes to be valid: 3293 /* 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), 3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3296 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3297 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3298 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3300 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3305 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3306 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 {
3299 object *invtmp; 3309 object *invtmp;
3310
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3312 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3314 {
3315 if (x != NULL && y != NULL)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3317 return 1;
3318 }
3319 }
3320 }
3303 if (x != NULL && y != NULL) 3321 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3323 return 1;
3306 } 3324 }
3307 } 3325 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3326 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3327 /* If we got here, did not find a battleground */
3316 return 0; 3328 return 0;
3317} 3329}
3318 3330
3319/* 3331/*
3323 * attributes: 3335 * attributes:
3324 * object *who the dragon player 3336 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3337 * int atnr the attack-number of the ability focus
3326 * int level ability level 3338 * int level ability level
3327 */ 3339 */
3340void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3341dragon_ability_gain (object *who, int atnr, int level)
3342{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3343 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3344 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3345 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3346 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3348 int i = 0, j = 0;
3335 3349
3336 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3345 3359
3346 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3347 return; 3361 return;
3348 3362
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3364
3351 3365 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3366 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3368 return;
3355 } 3369 }
3356 3370
3357 /* everything seems okay - now bring on the gift: */ 3371 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3372 item = &(tr->item->clone);
3359 3373
3360 if (item->type == SPELL) { 3374 if (item->type == SPELL)
3375 {
3361 if (check_spell_known (who, item->name)) 3376 if (check_spell_known (who, item->name))
3362 return; 3377 return;
3363 3378
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3379 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); 3380 do_learn_spell (who, item, 0);
3366 return; 3381 return;
3367 } 3382 }
3368 3383
3369 /* grant direct spell */ 3384 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3385 if (item->type == SPELLBOOK)
3386 {
3371 if (!item->inv) { 3387 if (!item->inv)
3388 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3389 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3390 return;
3375 } 3391 }
3376 if (check_spell_known (who, item->inv->name)) 3392 if (check_spell_known (who, item->inv->name))
3377 return; 3393 return;
3378 if (item->invisible) { 3394 if (item->invisible)
3395 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3396 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); 3397 do_learn_spell (who, item->inv, 0);
3381 return; 3398 return;
3382 } 3399 }
3383 } 3400 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3401 else if (item->type == SKILL_TOOL && item->invisible)
3402 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3403 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3404 {
3386 3405
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3406 /* 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 3407 * 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, 3408 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3409 * but not all of them, he gets nothing.
3391 */ 3410 */
3392 if (!(skop->attacktype & item->attacktype)) { 3411 if (!(skop->attacktype & item->attacktype))
3412 {
3393 /* Give new attacktype */ 3413 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3414 skop->attacktype |= item->attacktype;
3395 3415
3396 /* always add physical if there's none */ 3416 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3417 skop->attacktype |= AT_PHYSICAL;
3398 3418
3399 if (item->msg != NULL) 3419 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3420 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3421
3402 /* Give player new face */ 3422 /* Give player new face */
3403 if (item->animation_id) { 3423 if (item->animation_id)
3424 {
3404 who->face = skop->face; 3425 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3426 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3427 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3428 who->last_anim = 0;
3408 who->state = 0; 3429 who->state = 0;
3409 animate_object(who, who->direction); 3430 animate_object (who, who->direction);
3410 } 3431 }
3432 }
3433 }
3411 } 3434 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3435 else if (item->type == FORCE)
3436 {
3415 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3438 object *skin;
3439
3417 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3443 ;
3421 3444
3445 if (!skin)
3446 return;
3447
3422 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3450 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3452
3426 /* print message */ 3453 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3454 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3455 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3456 {
3430 if (j) 3457 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3458 {
3432 else 3459 if (j)
3433 j = 1; 3460 strcat (buf, " and ");
3461 else
3462 j = 1;
3434 strcat(buf, spellpathnames[i]); 3463 strcat (buf, spellpathnames[i]);
3435 } 3464 }
3436 } 3465 }
3437 strcat(buf,"."); 3466 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3468 }
3440 3469
3441 /* evtl. adding flags: */ 3470 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3471 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3472 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3473 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3474 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3475 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3476 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3477
3449 /* print message if there is one */ 3478 /* print message if there is one */
3450 if (item->msg != NULL) 3479 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481 }
3482 else
3452 } 3483 {
3453 else {
3454 /* generate misc. treasure */ 3484 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3485 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3486 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); 3487 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3488 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3489 esrv_send_item (who, tmp);
3460 } 3490 }
3461} 3491}
3462 3492
3463/** 3493/**
3464 * Unready an object for a player. This function does nothing if the object was 3494 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3495 * not readied.
3466 */ 3496 */
3497void
3467void player_unready_range_ob(player *pl, object *ob) { 3498player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3499{
3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3469 3502
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3503 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3504 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3505
3473 if (pl->shoottype == i) { 3506 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3507 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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